BLENDER: TESLA CYBERTRUCK FORGE | Marwan Hussain | Skillshare
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BLENDER: TESLA CYBERTRUCK FORGE

teacher avatar Marwan Hussain, 3D Artist and tutor

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      001 The course Intro video

      1:08

    • 2.

      002 Before you start

      4:23

    • 3.

      003 Adding the reference images

      16:00

    • 4.

      004 Modeling section Creating the hood

      24:13

    • 5.

      005 Modeling section front area part 1

      22:27

    • 6.

      006 Modeling section modeling the front bumper

      11:40

    • 7.

      007 Modeling section modeling the windshield

      14:18

    • 8.

      008 Modeling section creating the fender

      23:50

    • 9.

      009 Modeling section Creating fender border

      15:22

    • 10.

      010 Modeling section Creating the front door

      14:49

    • 11.

      011 Modeling section creating the rear door

      16:05

    • 12.

      012 Modeling section creating the rear fender

      24:48

    • 13.

      013 Modeling section Creating the rear fender border

      18:48

    • 14.

      014 Modeling section Creating the Rocker panel

      19:16

    • 15.

      015 Modeling section Creating the windos border

      14:29

    • 16.

      016 Modeling section Creating the front side window

      20:53

    • 17.

      017 Modeling section Creating the windows middle and rear frame

      16:04

    • 18.

      018 Modeling section Creating the windows with ShrinkWrap modefier help

      19:32

    • 19.

      019 Modeling section completing the roof

      19:35

    • 20.

      020 Modeling section Starting with rear side of the truck

      22:14

    • 21.

      021 Modeling secton Adding some details to the rear side of the truck

      20:15

    • 22.

      022 Modeling section Truck bed floor details

      20:26

    • 23.

      023 Modeling section Creating the back light and fixing some issues

      18:42

    • 24.

      024 Modeling section Creating the back door

      27:25

    • 25.

      025 Modeling section Creating the back lights and controls

      23:16

    • 26.

      026 Modeling section Creating the light underneath the bumper

      10:36

    • 27.

      027 Modeling section Creating the rear bumper outline

      18:08

    • 28.

      028 Modeling section Creating the rear bumper

      22:33

    • 29.

      029 Modeling section Creating the front light

      20:12

    • 30.

      030 Modeling section edit the front bumper

      28:34

    • 31.

      031 Modeling section add subdivision surface to the bumper parts

      24:41

    • 32.

      032 Modeling section Create the reflector light above the bumper

      13:12

    • 33.

      033 Modeling section Creathing the bumper lights and the grill

      24:24

    • 34.

      034 Modeling section Creating the side cameras

      10:21

    • 35.

      035 Modeling section Creating the back cover

      18:18

    • 36.

      036 Modeling section Creating the tire

      29:10

    • 37.

      037 Modeling section Creating the wheel cap

      19:52

    • 38.

      038 Modeling section Making some fixing in the rear bamper and bumper lights

      13:37

    • 39.

      039 Modeling section Creating the wheel and the disk

      14:47

    • 40.

      040 Modeling section Creating the shock absorber join

      24:41

    • 41.

      041 Modeling section Creating the Driveshaft Boot and Damper Fork

      26:57

    • 42.

      042 Modeling section Creating the Shock absorber and other parts of the suspensi

      25:28

    • 43.

      043 Modeling section Make some editing to the suspension

      10:12

    • 44.

      044 Modeling section make some tweaking

      13:52

    • 45.

      045 Modeling section simple interior creating the seats

      24:10

    • 46.

      046 Modeling section creating the dashboard

      13:15

    • 47.

      047 Modeling section Creating the steering

      15:09

    • 48.

      048 Modeling section Completing the steering details

      16:37

    • 49.

      049 Modeling section Making steering ready

      17:16

    • 50.

      050 Modeling section Finalize the modeling

      18:27

    • 51.

      051 Materials section Adding the HDRI image to the scene

      10:03

    • 52.

      052 Materials section A quick brief to shader editor

      11:32

    • 53.

      053 Materials section Organize the scene before you start

      9:29

    • 54.

      054 Materials section Car paint MT

      21:10

    • 55.

      055 Materials section Adding materials to the windows

      24:50

    • 56.

      056 Materials section Adding materials to the tires

      16:57

    • 57.

      057 Materials section Creating plastic material to the bumper and other parts

      7:29

    • 58.

      058 Materials section Creating the HeadLight MT

      18:51

    • 59.

      059 Materials section Creating the front reflector lights

      15:21

    • 60.

      060 Materials section Creating the back light material

      12:36

    • 61.

      061 Materials section Creating materials to the suspension parts

      12:03

    • 62.

      062 Materials section Completing suspension and Disk brake materials

      16:47

    • 63.

      063 Materials section Finalize the exterior materials

      20:11

    • 64.

      064 Materials section Creating materials to the interior and fix some problems

      20:34

    • 65.

      065 Materials section making test render and fixing shading issues

      14:39

    • 66.

      066 Rigging section organize the scene for rigging

      13:08

    • 67.

      067 Rigging section making the truck ready to rig it

      13:20

    • 68.

      068 Rigging section Quick intro to the armature

      14:18

    • 69.

      069 Rigging section Creating the bones

      21:07

    • 70.

      070 Rigging section Creating a constraint relationship with the bones

      21:52

    • 71.

      071 Rigging section Using weight paint to fix some problem

      15:35

    • 72.

      072 Rigging section Adding transformation constraint

      22:16

    • 73.

      073 Rigging section Adding extra bones to create the suspension effect

      16:46

    • 74.

      074 Rigging section Adding shapes to the bones

      15:51

    • 75.

      075 Render section Rendering the truck with simple scene

      25:07

    • 76.

      076 Rendering section Creating new scene to render the truck

      21:38

    • 77.

      077 Render the scene with Eevee

      27:33

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About This Class

Hello everyone, I'm Marwan Hussein, I'm a 3D artist I have been in the 3D field for 10 years now.
I love to create cars I find that fun for me, and I love to share my knowledge with people that like to learn some cool stuff in Blender.


In this course I decided to create Tesla Cybertruck from start to finish, I like the idea of this truck it comes with a new idea that makes the Tesla Cybertruck stand out from the rest of the trucks around the world.

In this course we will learn how to model the truck from start to finish, the modeling section was challenging because there are too many details and I tried as much as I could to add all the details ( the exterior details ) to make the truck looks realistic.

In my nature, I like to care about details, but caring about details comes with its cost, it makes the course a little bit longer, especially the modeling section, but that's not bad because if you do modeling a lot you will master the modeling eventually because of that modeling section take a big portion of the cake.

In the modeling section, we will learn a lot, new technics help to speed your workflow, fixing a surface problem when we get bad surface shading, learning new ways to achieve complicated geometry, learning new shortcuts new modifiers new skills, etc......
When the modeling section is finished we will rig the truck, rigging is a very fun part, I like when I create a car and have the ability to animate it as I want, because of that learning how to use armature inside Blender is something very important, anyway, we will learn how to rig the front and the back tire group, we will learn how to open and closed the back cover door of the truck.

We will learn how to give the bones specific shapes so we can understand them in case we want to animate the truck or send it to an animator.

The materials section is fun as well, in this section we will learn how to use the shader editor and how to create our materials from start to finish step by step, there is a lot of stuff there I don't want to get into details but I'm sure you will find it useful and fun.

Rendering section, first we will use Cycles to render the truck and we will learn how to create an environment to put the truck inside it, we will create 2 environments you can see in the intro video.

After using Cycles we will use Eevee as well, and we will try to get nice beautiful realistic render results with Eevee, not just that, we will switch to the compositor to add the final touch, it is called post-processing.

I divided the course into sections, each section I give a name, for example, the Modeling section, Materials section, Rigging section, etc...

I will add a section for the project folder, before you start you should download the project folder, and I will add 2 Blueprints, you can download them both.


I will add the Blueprints that I used in the course and a Blueprints of the final result of the course, you have the choice to decide what you want to use, but as advice, I advise you to use Blueprints 2 because it will be 100% accurate as compared with the first one,

you will find all of that in the project folder section.

Meet Your Teacher

Teacher Profile Image

Marwan Hussain

3D Artist and tutor

Teacher

Marwan Hussain is 3D, and 2D artist, and internet marketer, he taught hundreds of students, and he had worked in 3d design in many disciplines, including architecture and mechanical.

He is here to share his information and legacy about the 3D and 2D software that he learned through the 9 past years, you will find his courses full of useful information that will move you on quickly in the path of learning.

See full profile

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Transcripts

1. 001 The course Intro video: Hello friends. My name is Marwan Hussein and I would like to welcome you to this amazing course. And this course we're going to learn how to create the Tesla Cybertruck. From start to finish this course, we're going to learn Modeling, Materials, Rendering, and Rigging as well. The modeling section, I'm going to care about all the details of this truck. I gathered a lot of images from the Internet and together we will put everything in the correct place. And when it comes to a Rigging, we don't to rig this vehicle and make it ready in case you want to animate it. We going to rig the front wheels, the suspensions. If you want to drive to it. We're going to add controllers for that. We're going to create a control for the cargo carrier. This course will be phon and filled with information. I hope you'll like it and I hope you'll join me today to learn something new and to learn together how to create this amazing truck. My name is Mark Hussein and see you inside 2. 002 Before you start: Hello everyone and welcome back. Before you start, I just want to mention something. In the last section, I will leave folder there. I will call it, for example, project folder. Inside this folder you will find that Blueprints images and the texture and the 3D model and the reference images as well. Find something similar to what do I have here. You can open the Blueprints image images. I have two type of Blueprints images. These images, I will use its the course, these images, and I have Blueprints images for my final result. The result of the course. These images, Blueprints, number two, it's more accurate for you. So it's my advice to to use them. If you want to use those, It's okay. It's up to you. Here. We have a ticket secure folder and satisfy folder. I have this tire tread Castro, and HDRI image here. I have the 3D model and I have the images that reference images here inside this tool is called the Bureau of tool. If you open this tool, I guess Geico, this way, this for this truck, because I have a lot of images here. Alright, as you can see here, we have all the images, the reference images. I will do this images to be just to create this Cybertruck. Tesla. Cybertruck. All of these images. Aside, one tool is called pure rough. Just going to show you how to download this tool. Before I show you how to download it, just kinda tell you how, how important this tool is. You can navigate the images. And the easiest way, as you can see here, if you want to zoom, you just double-click on the image and double-click to bring this back and choose whatever image you can move me around to scale image. I feel like you can't grab a group of images and scale them if you prefer it rotate them. You can do a lot of things. Okay? And you can drag and drop images from the Internet directly to the tool. The tool will download it for you automatically. It's very, very handy tool. I advise you to download it. It's a free if you wanted to get for free. And I just kinda show you how can you do that? Let's take this out. This is where their websites, pure of.com, just go to, just go to the download section here and choose your operation. Check what's operating system you have chosen here. And then if you want to pay for them, you can be, if you want to get it for free, just go to the customer mount and add zero right here. And you can download this tool for free. And it's so let's in your, in your calculator. And yeah, that's it. If you are beginner to Blender and you want to learn something here, you can go to don't put all my website is called Marwan period or.com and then go to the school section here. I got a free material here, you can kick them out. Instead, the school section, I got all of these Materials for a free. For example, here we have fold course how to create iPhone 13 and products. If Blender, tips and tricks here we have full course for free. And here we have Blender from ground up. This is not a full course. This other parts of paid course, but here we got some nice material. If you want to learn. I will share with you the fundamentals of software. You can watch all of these videos before you. Start with Tesla Cybertruck course are the I guess that's it for this video. And see you in the next one. 3. 003 Adding the reference images: Hello everyone. Marwan Hussain is here and welcome to this video. Alright. How can we create Tesla cyber truck vehicle? The first thing that we need to do is we need to gather images from Google or Pinterest and put them in one place, like pure ref. The tool that I'm using right now is called pure ref. Pure ref. You can use it to put images like this or put them and control them and proud to them very smoothly. For example, if I want to frame this me just, I need to hit double-click on it and it will be framed automatically. I need this one, double-click on it. And it's very beautiful tool to use. And it will be always on top. That's been if I use Blender and now I can work with the Blender and this tool will be always on top. I can scale it, make it small, like this, make it move it. Maybe I can birthright here and work for any reason. If I want to use any tool right here, I can use it and move it. This is very handy and beautiful. So first thing you need to do is download pure rough. Alright, just go to their website, PRF for.com and you should find the tool that will load pattern to download it. And if you want to support them, you can support them and buy it if you like. If you don't want to bite, you don't have anybody. You can download for free. Alright, so let's see how can start creating the Cybertruck. Okay, first thing we need to gather images from the Internet. As I said, we need to study the car, see the details, see the edges. How can we create from where and where's the difficult part? Whereas the easy part, something like this. Just keep watching the details and make your eyes familiar with a vehicle. Here we have elon Musk above the above the truck. Alright, here we have the wheel and the tire. We got a lot of challenge here. Creating the tire. It's not so quite easy. We have a lot of details here. And the, in general, we can say creating this vehicle is a bit easy but not so quite easy, okay? Alright. Alright, download pure ref and I will learn all of these images. Or maybe I can give you the pure filed by the way, I can give you my results. Alright? And you could find it somewhere. I will put it maybe underneath this video or maybe in an project folder or something like this. Okay. So yeah, let's get started. First thing we need to do, we need to bring images, reference images. Because reference images will help us to create a car and easily we need to find Eggers are some guide to follow and that's will make the process of creation this vehicle easier. So what I like to do is delete everything. Most of Blender users delete every thing in the scene, so hit X to delete those. And what else we need to do? We need to bring that reference images. Okay? I will make the pure of small like this. Okay? Something like this. And let's put this right here for now. Let's go to the folder. I will provide these images with the course. You can open them and see the details. Right? So I will use these images. Alright, so we have front, left, right, top back. Let's see how can we put these images inside, inside Blender. Okay, I will start with the front first. Let's go to front view. If you want to switch to front view, you will need to use the numpad numbers. You just need to hit number one from that I'm bad and go to front. And by the way, just need to mention something. If you will not have a knowledge. Power to Blender. If you are new here, you don't know how to use the software. You got some problem. I got a full course talking about Blender from From, let's say from zero, alright, from a to Z. Okay? The title Blender from ground up. You can find this course on Udemy. I added right there and on my website I heard free version of my course. Just a few, some videos from my course. You can watch them in my, you can watch them on my website. Okay. So check that if you don't know anything about Blender, alright, cool. Alright, let's go to France. As I said, you can hit number one from the number to jump to front view or if you like, we can, you can go to View and then to view board and choose France. Alright. And then let's bring the images. Alright, grab the front click and drag and width right here. Drop it right here. Alright, so I need to put in the center right here, my image now become right here in this area. So how can we do that? Just click on the image and then hit Alt V to reset its parts. Before I hit anything, I just need to activate screencast key so you can see what I'm pressing. Okay, So let's see how can we move this. Alright, to the right, Maybe the left. I will use this. I will add one here just to bring the mouse. And here we have an options of C. Cool, I will move my mouse. And what's right here? Maybe. Now whatever pattern I praise, if I hit left-click, right-click, middle mouse, you can see everything. And even for the patterns in the keyboard, whatever think I press, you can see it. Okay. Alright, now let's get started. Let's go back to fonts and crop the image. To reset it, you just hit Alt key. That's will reset the transform. That's four sets the position. And it will bring the image exactly the center. And that's what we want to speak here for. Something. Don't put the image and the perspective because if you add the image in the perspective like this, look what we got here. The image is not aligned to the front. If I go to front, the image is tilted, as you can see here. So it's very wrong to add the image and the perspective. But if you add a few, added the image and the perspective for any reason you need tourists said that the position and the rotation, you will need to hit Alt key, Alt R. But in the end of the day you will make it difficult for you. So delete it, go to front, add your image and received the position algae and that's it. Okay, cool. So we added our MHz and that's cool. Can see it now from the front and from the back. Well, that's wrong. I don't need to see it from the back, I just need to see it from the front. This case, I need to select the image, make sure it's selected and then go to the properties of the image. Here we have some option about the side. I need to see the fronts, not both. So hit the front. Now if I go from behind, I can't see anything. I can see just from the front. When you be satisfied, you can hit G and push it gets a little bit because I need to create the car in this area here. So I need the image to be right about here. Maybe. Something like this. Cool, Very nice. Okay, Now let's bring another image. This is what we have. Alright? We have, for example, the bag if you alright, let's add the bag. If you image, go here, go to view, Viewport, back control number one. So now we are in the bag. If you go to the folder, a praying the bag and what's right here. And select the image. Alt key resets the position. And the same scenario. Go to the properties of the image and turn off. Visible to both. Just put it front. And now you can move it just a little bit right here. Give it our own. Alright, that's cool. So we add the back image. What else we need to do here? Let's go back to the folder. We need to add the right. So let's go to View few board. Let's go to right. And let's open the folder, bringing the right with right here, Kravitz, ology. Go a little bit key and move it right here. This week, the site to France. We don't need to sit teeth from the other side. That's very cool. What else we need? The left, go to the left, view, view board, left. And let's add the image. For a, set it all G. Tumble around E and move this right here. Turn off. Both, make it front. Very cool. We need to add the top. Alright, let's go to top K. Go to View, view border top, the sibling, the image. Whereas its top if you with right here, all key, reset the position. Move this down just a little bit right here, turn off both and make it front. That's very cool. Now we made it. All right, now all the images are cool and the right place. Cool. So now this is the front area. And here we have the front. Same for this image, we have the front as well, so everything is perfect and correct. We don't have any problem. Alright, this is a first step that we need to do. I think the image and we did, we add in the correct way? Alright, I've heard that maybe we need to grab all of these images and put them in the collection. Let's say that. So grab them and hit em and create a new collection. And let's call these images. Hit Enter twice, and there we go. Very cool. I've tried that. We need to make sure that the dimension is correct. Okay, So the Tesla car is about two meter and the front. So we're going to use one side and make it to meter and everything will be correct. So let's hit Shift a and let's add a cube. The cube is about two-meter. If I go to the bottom here, I can see that in all axes as Tommy Torah. So the cube is very cool. Reference. So I will look, grab all the images. For example, go to France and the scale the images and see. Alright, I need to scale the images and make sure that the car matched the cure. But I will got one problem though. Alright, if I scale this move this cube just a little bit right here, if I grab all of the images and move them, the tire will go away from the zero level of the x-axis. As you can see, if I scale them like this. In this case, what they can do is I can scale them according to the 3D cursor. So I will go to the transform pivot point. And three, That's to 3D cursor. I need to make the pivot point. I want to make it 3D cursor. Okay? So now when I make scaling, the scale will walk according to the 3D cursor. Right now I can bring my cube and put this right here temporarily. And now let's select everything, deselect the, the cube and the skill, the images and make the mhmm March the cube. Hand. There we go. Something like this will work. Now, delete the cube we don't use anymore. Okay? If you like, who can grab all the images and just move them a little bit above the x-axis, k0 to the Z to move them. Or you can use this tool here. Just a little bit smoother than right here. And make sure that's all the images beside the left and right above the zero level. So I will go to right at number three. And yeah, that's cool. And control three to go to the left. And yeah, that's cool. Let's go to bag can throw one and let's see the back image. Cool and the right place. Very cool. Everything is correct. One more thing here we need to do before we end this video. Okay, what I need to do is I need to make these images and selectable. I mean, I don't need to select them anymore because maybe maybe a move them accidentally and I don't need that. So what I will do is I will go to the outliner and I will open this filter and add one of these filters here. Whatever thing you add here, you will see it right here. Alright? So let's add this filter is called selectable. This one will help me to make anything I want to uncollectable. So I will add up all of these images and are less make the full collection and selectable. Yeah, now I can select the images and that's what I need. Very cool. So now I can start with the modelling without any problem. Cool. So now the reference images is here and the Blueprints ready. Now I can start the modeling journey. Very cool. Alright, so that's will do it for this video and see you next. 4. 004 Modeling section Creating the hood: Hello everyone. Alright, now let's starts Creating the car. Okay? I will make the pure of just a little bit small. Let's move this and maybe I can put this right here in the place I like acutely. Okay. From where we can start, I think we can start from the hood. Can create the hood. It is very easy to create. And maybe from here I can assume it as starting point to create that are details. So yeah, let's start with the hood. Maybe we can start with the top, can create the whole from the top pocket. Let's go to the top. Hit number seven from that and bad or as I said from here, view and review board and to stop. Okay. Let's hit Shift a and let's add a plane. We can start with plane in the smooth blend just a little bit. Maybe we can put this right here, something like this. Okay. Alright. I just I was activated, the X-ray was activated. I just turned the x-ray off alt text, alt Z to turn on and off X-Ray mode. Anyway, let's go to top and let's go to the More tab to calculate this morning. Okay, now I have two options. I can go to the wireframe or X-Ray mode. You can go to the wireframe if you hit the Z and move the mouse to the wireframe like this. Alright? I've taught that they can add it here in the middle. And it is very important because I need to delete health of this face and use mirror modifier to mirror one side to another side. So I will hit Control R to add one egg here. And when you added at will, this new API will follow your mouse. You need to hit right-click to leave it in the center. When you calculate the cravats four vertices like this, and hit X. To delete this face. Now I can start grabbing these vertices, but don't forget to go to the vertex smooth, just click this icon. Odeo. Odeo can hit number one for vertex tool for egg phase for three. Alright. I grabbed these two vertices. I'm not going to use the Move tool. I will hit the key to move. And after I hit G, I need to determine the axes, X, Y, or Z. So Hideki, to move and I need to move those to the Y. So hit G and then Y, and move those right here. Alright? And crop those as well. Key to the why and move those right here. Alright, here in this year I need to add. So I will hit Control R and hit click to confirm it and move it right here and another click to accept this. This course you can crop. Now we'll grab this vertex Hideki and let's move this vertex right here. Maybe somebody like this and this one, G and move this right here. And for this vertex we can move it right here, something like that. Alright, so from the top everything is okay, but what about the right view? So I will hit three from the number to go to the right. And let's see what we got so far. Alright, we need to move those. I will hit key to the Z to club all the vertices up. Don't forget, I still in the wireframe mode and I will put this vertex, I will put us right here. So G to the Z. And put this right here. That's very cool. Now I will start moving these vertices up. Or I can rotate these, this face. I can rotate it like this and align it. Okay. Something like this. If I hit our, alright, I think I just forget to listen. Bring the transform pivot point to a bounding box, okay? If I hit R like this, I will get a rotation like this. And I don't need that. I need to use this vertex right here as an anchor point to rotate the whole geometry around it. So I need to speed us to 3D cursor. But first, we need to bring the 3D cursor in the position of this vertex. So let's select the vertex, and I need to call the 3D cursor to be there. I will hit Shift S to open the payment of the 3D cursor and select cursor to select it. So now course are moved to the selected vertex Alright, that's cool. Alright, I've taught that the grub all the vertices and go to the transform pivot point in history, that's to 3D cursor. So we need to depend on the 3D cursor to rotate this, the anchor point we needed to be the 3D cursor. All right, Now if I hit R, I will get a result like this. After that, align it with the age of the reference image. But I will get misalignment here with these verticals, these vertices because I rotated. When I rotate it will go off just a little bit. So I need to push them back like that. So let's go to the top and let's see what is the problem. As you can see this, the misalignment that I'm talking about. So now I can crop these edges. Alright, now I need to move them, but it's wrong to hit G and move them like this to the why, because I will get the same problem. And instead of that, but I can do is I can hit G twice G and then key to slide them in case light them like this. And this is the correct way. But if I slide them, it will stop the end of the egg. But if I hit Alt, I will extend that more. Alright, so let's use the sliding, sliding method. Let's go to the top, hit the key twice, slave those back, and then hold Alt and move those forward just a little bit like this. For this vertex Jesse, grab it, hits Yi and I can slide it back, hold Alt to push it forward. Inputs and the right position. This one as well. Key twice and push this back a little bit. Alright, so now everything is correct. But I think there's something right here. I need to mention. I think we have a care of here. And for me I don't have any carrots plots, so I need to make Kirby, Okay, in this case, but they can do is I can crop this vertex and hit G twice, take it back just a little bit, and then hit Alt and pushing this forward almost right here, something like this. Maybe here. I will add extra Hs here. It can throw our and put the most, for example, right here on this egg to have the preview and then rotate the wheel to add maybe three or maybe this list add to hear it, click to confirm them and right-click to live them in the center. Grab this one, okay, and hit G twice. Take this bag, gets a little bit and then hit Alt and bring this forward, something like this and this one as well, Keith wise. And push this forward just a little bit. Make it like a care of somebody like that. So now if I tumble around, I can see that I got this result. This has Z to excite of the wireframe mode. Cool. Alright, What else we can do here? It's very thin. We can give it a little bit of thickness. Okay. So yeah, let's give this a thickness. It's very easy. We can use the modifier here, so let's tap out to the object mode. You can switch from here from edit mode to object mode. And let's go to the modefier. Ellis Art. One of these modifiers, Let's add, solidify, solidified. One of the most important modefier, this sort of this modefier help me to give a thickness to the surface. So if I asked if I choose it, as you can see, I got a thickness right here. Let's take the number back to maybe 0.005, something very little like this maybe. Okay. Something like this. Alright, now I've started that. I don't know if this thickness is okay. Maybe we can reduce it just a little bit. 5-3, something like this. I will accept it when you will be satisfied with the result. Yes, hit Control a to apply the modifier, but put the mouse here and the modifier on the modifier. Or we can go through this, RON it apply. That's cool. Now we got a thickness. What else? Now we need to chant for the edges. As you can see, the egg is, their ages are very hard and we need to give them a little bit of smoothness. So let's do this. In this case, what they can do is I can add a bevel. Bevel is one of the most important with the fire that we will use it a lot here. It will help me to target the corners and Bevel them, make them smooth or round. So let's choose it. And as you, as you can see, now we got some level. Alright, so the bevel amount is very big. So I will change this to 0.001 and make it very subtle. Maybe even smaller to maybe 0.00. Or why we don't sweet The unit two centimeter, I think that's will be better. So let's go to the unit and go to the length and sweetness two centimeter. Let's go back to them with the fire. I think that's better. So let's check this. Change this to 01. Alright, this is very tiny, less any crazy to five. Something like this, this two edges, maybe 38 years, something like this. I think to will be okay. Alright, that's cool. Now we got nice beveling here, okay? But it's not smooth, we need to smooth it. So in this case, I will hit right-click, Shade, Smooth, Smooth, pull smooth, everything. But I need to use the one we have in the hidden section and the bevel modifier, we have nice option 12, correct? The shading. Alright, as you can see, we have some dark area. I don't know if you can't see it or not. And that's because of the heading shader healing. It's more that we use. So if I activate the harder, normal and the level modefier tool, fix all of that. But let's see how that's all rock. I will activate it. I did that. I got a warning right here tells me that you need to activate something else. Alright? That's called auto smooth. So where we can find it, we need to go here to the Object Data Properties and go to the normal section and activate auto smooth butts. Kicked the results before and after one. When I activate it, this before and after 12, fix everything and give me very clean and nice result. As you can see, I got very clean and nice little theorem. Alright, so that's cool. Cool. Now I need to mirror this side on the other side. Okay? Somebody like this. So I need to use mirror modifier, but before I use me on with the fire, I have a face right here. I don't need this face. Okay, it's very important to delete it because if you add them Euro modefier right here, you will get a face inside and that's not correct. So top to the edit mode, hit tab and go to the face number through grab this face, hit X, then X to open the Delete Menu, and F to choose the face. You can choose this manually or you can hit the tough to delete it. There we go. Now we just delete this face. Alright, tab out. Let's go to the top and let's check something. When we added the plane, the origin dot still in the middle. So that's good news. So now I can add the mirror modifier without any problem because the origin dot is exactly on this edge. Okay? So let's go to the modifier list and let's add mirror modifier, whereas this one. So as you can see, I just reflected the geometry from here to the side. That's amazing, but I need the mirror to be the fairest option here. And the level below it. Grabbed the mural from these dots and move it inputs above the bubble. I need the bevel to be the final results. I needed to be mirrored. And then people working. Amazing. Now, very cool. We did finished yet. We need to add something else. We need to smooth the result that we got here. We need to add subdivision surface. Subdivision surface will smooth everything. You remember when I add the tweak is right here. And push to this area to get a care of. But now it is not a care of. Alright, as you can see, it's jackets. But if I add subdivision surface, it will make it around and clean and beautiful. Hokey. But I will get some problem if I add subdivision surface. Firstly, sick loss than Mirror. Close the before. And let's go through them. Modefier and let's add subdivision surface. Alright. I added, and it's beautiful, but we got some problem here. We got in this area, we got a little bit of a corner. Maybe we lost it because we added a subdivision surface, so we need to retrieve it again. I will tap there this morning, as you can see before and after this, before and after. As you can see, how is this area becomes smooth. But I need to push the result back here. In this case, but they can do is I can grab the edge. This edge And the violets. If I can add egg here and one here, I can make this airtight and I can force the subdivision surface to push the geometry back to this area. So I will hit Alt click to grab the entire edge loop. Let's go to the top and let's see what will happen. I would can throw be two level. And as soon as I add two edges, as you can see, I, I, I forced the subdivision surface to to stick with this area and retrieve this small corner that we have here. Alright, That's very cool. Very nice. Nice and clean. Let's zoom in just a little bit. I just need to see the result here. Alright, I lost some information. Here are the loudness right here. Because I added the subdivision surface. And subdivision surface will push the edges just a little bit inside to get the algorithm of the subdivision surface. But if I want to praying the details of the cornerback, what I can do is I can add extra egg is in the devil, 2-3 for example. And as you can see this before and after now it's become more beautiful. Nice way to retrieve those back. Even if you add four, we can get even better result, but I don't need to go. Like 43 is nice for me. Now. The edges are nice and beautiful. Alright, so did we finished here? Actually we can say yes, we finished parts for any reason. If you want to get even more accurate results. If you move a few orbits around and gets an angle like this, you can see that I have some variation here in the heating close to the corner and here, for example, this area is a bit brighter than this area. If you want to fix that and be more accurate, you can add extra edges. I know that's a lot for the hood, but we will use this technique again and again for all of these, for all the pieces of this vehicle and it will be the same scenario will be easy. So if you want to make the heading even better, you can grab the hold and tap to the edit mode. And you can hit Control R to add one edge and move this edge to the corner like this. So if I zoom in right here, you can see before and after I will hit key twice and take this away. Can see that I really have some difference here. So move it and make it very close like this, something like this. Let's check the other side. Something like this. To look the same scenario. Let's add another edge to this side. To fix the Creathing, I will have can throw a lot harder maybe right here. Alright, let's assume bag is a little bit, you can throw our and I will add edge like this and move it just a little bit like that. And keep the close to the edge like this. You can hold Shift to make them movements slowly. I got orders of like that. Let's move this even more. Just a little bit. Key twice animate with the Gestalt, the width. Alright, that's cool. The same scenario for this site. Can throw our add egg here and push it's to the edge. Can hit U twice just a little bit and move this. Alright, that's cool. If you didn't understand exactly what I did here and why I did that, you can kick my new course. I I talked about the subdivision surface and everything should be clear. Or because I did that. Now if I tap out and zoom in, I can see that the hidden now become very smooth and beautiful. And now everything is okay for the hood. Okay? I added these edges because subdivision surface algorithm, when I use subdivision surface tool, push the edges of the corner inside. This is the nature of the subdivision surface when work to give me a smoother results. Because of that, I added another x-ray acres right here and all the corners just to make this error types. Okay, let's take a quick example to understand why that's happening. If I add Q, for example here, and less tablet, it's more to enlist. Other befall control be I just need to book full makeup of a like this. Okay? And let's tap out. Now let's go to the modefier enlists as subdivision surface and see what will happen. Alright, now I will go to activate the wireframe here in the Viewport Display. And let's go back to them with the fire itself and let's turn off optimal display so I can see the edges. As you can see here. Subdivision surface post these edges of the corner just a little bit. As you can see, we have one here. Because of that, I lost the smoothness that I create here with the bevel. Alright? If I want to rectify that, I need to add extra edges here to support this area. Alright, I going to show you how I will top and hit Control R. And I will add here, as you can see, I can push the edges back. I think you see what I'm doing. The same scenario here. Can throw our and add edge and push the edges. Now this error become tighter. Okay? So now we have more geometry here and I make this area around again. So if I tap out, Let's turn off wireframe, turn brown leaves, see right-click here, the smooth. So a kick the result I got here because I added extra acres and cake the results, for example, right here. I didn't have X-ray keys here because of that. This area is not correct as compared with this arrow right here. Okay. So this is why I added egg is here to the hood. I just try to make it simple for you to understand why I did that. So yeah, this tutorial become very long. Sorry for that, and I will end it and see you in the next video. 5. 005 Modeling section front area part 1: Hi again and we'll come back. Okay. We've finished to the hood and now let's see what is the next step. Okay, maybe we can start with the front area, creating this sparse the front part. Okay, So let's get started and let's see how can we created. Maybe we can go to the front, hit number one from that, I'm bad, okay, and maybe I can add clean. The 3D cursor is right here. That's wrong. What I need to do is I need to put it in the right. Boys, you can hit shift S to open the pie menu of the 3D cursor and just move the mouse right here and leave everything 3D course. So we'll go back to that center, hit Shift a to open the add menu and go to Mesh. And let's add plan. Okay, now we have the plane, okay, aligned with the ground. I need to rotate this to the X axis. So hit R to rotate. X2, determine the axis and then hit 90 to rotate 90 degree after that hit S and scale it, make it small like this. Move it up. You can hit key to the Z or you can use the gizmo if you like. Alright, as you can see when I move that, the gizmo goes back to the 3D cursor because in previous lecture we switch this to the 3D cursor that transform devote point. So we need to rig this bag two bounding box. Okay? Now it's okay. Alright. The next maybe we can do, now we can tap with the edit mode, hit tab and go to vertex number one and switch to wireframe is Z. And go to wherever I like this and listen, club this vertex. Okay, hits. Alright. You can, as I said, you can activate the move to use it, or for me, I like to use the key methods. So hit G to move to the Z is he enlists move this right here. Okay? And those here had key to the Z. Let's push those back right here. Grab those Hickey. Let's move those vertices on this side. Alright? Or before that, before we move anything, I will add one H in the center to delete the half of this face. So hit Control R and add edge, right-click to leave it in the center. Grab those four vertices. X and Q is face to delete the face. Now let's grab this side. He'd key to the eggs and move those here. And now I need to extrude this phase. I need to extend it. So I will hit E to extrude. But after that you need to give it access. Okay, extrude to the X like this. And let's put it right here. Club is vertex G to the Z. And move this up almost right here. And that's cool. It's still flat like this. But I want to crop these two vertices and go to the top. Hit number seven to go to the top. Alright, that's called button. In the front, everything is cool, but in the top, we created this in the middle. Okay, so what I will do now is I will top out in more minute geometry and put it in the right place. So in the right place, me and I should put it right here. Okay. Yeah, right here. And not it will tap it in this mode and make sure that you are in the wireframe mode. Grab those two vertices, hit key to the Y and take those, and let's put those right here. Something like this. Okay? Yeah, something like this maybe right here. That's cool. These two vertices, we need to grab them and push them back, but we got the care of here. We need to bring this care of back. Okay, so I will take these two vertices right here and I know it's a flat. What I will do is I will add two edges in the front. So let's go to front foot number one. And from that I'm bad. Hit Control R. Now I have the preview, rotate the wheel of the most forward. Now we have to, maybe I can add three or less, add to lifted click to confirm them and right-click to live them in the center. The same scenario. Here. Let's do it right here, okay? Okay, notice it grab those. And in the top view I can determine how far I need to push them to move, but to the why and move those right here. So the first vertex now reached this area and that's cool. The second one maybe we can move with just a little bit forward the key and move this forward to the Y. Alright, so that's cool. Let's see what else we can do. Maybe we can go to the right view. I just need to check what we got so far. Okay, this vertex and the right position. But those naught So let's move this bag, gets a little bit like this and align it. So, so far we got this result. Alright, That's very cool. Alright, so now maybe we can add mirror modifier or maybe we can give it a solid five first and after that, give it a mirror. But before we do all of that, we got some small extrusion right here. If you notice that something like this and this area. So we need to do this. Okay, I will go to the edge at number two in lists like this, Eggers crop first one, hold, Shift and keep selecting these edges and just hit E and take those back just a little bit. And let's go to the right to see what we need to do next. When we extrude those back, it will hit get with this E to look those up. Something like this. Maybe I go too far so it will hit key to the white and he goes back. Something like this. It will be nice and working. Now let's go to the perspective so we can see what we have done so far. Alright, that's cool. But here, this vertex should go back. I should have a 3D angle here. Okay, so let's go to the vertex at number one and crop this vertex and hit G twice, and push this almost right here. Okay? I can cover it with a light. And by the way, if you like, you can leave it like this. It's not a problem because when I add the light, I can cover this with a light. Can add the light here. I mean. Okay, something like this. I can cover this area. It's not a huge problem. Okay? But for me I will just move it gets a little bit key twice and move it. Something like that. Alright, that's cool. Okay, Now let's give this a solid five thickness, okay? Okay, I will tap out. Let's go to the modifier and let's open the list and less other solidify. Cool. I don't need that are side. I just need the room. Okay. I need a thickness, but I don't need this face inside because no one will see it. I just need this REM colon. So to achieve this, I will choose only rim. That's if I activated, the interface will be deleted. Okay. I got some very akin here. If you notice. The thickness here is not similar to this one here. So I will activate even thickness to fix the thickness like that. And now everything is cool. So now we other solidified. Maybe we can, maybe we can push this even more just a little bit. Okay, Now I can apply to solidify, just hover over here and hit Control a to apply it to accept that result. And maybe now we can add Bevel. So let's go to the modefier and let's add Bevel modifier key, like just going to move the image right here and choose the level. Alright, so now we have some beveling. It's very big. So ten centimeter, it's huge, so I will add 0.0 to maybe. Alright, it's very, very little. Okay, that's very small. Maybe 0.1 points, one enter something like this. Let me point. I think we got some problem with the scale. I don't know. It's open the menu here. Yeah, we got problem with the scale because of that. The number here is not working correctly. So when you choose the geometry and see the scale is not one. So it's very important to hit Control a in the play the scale and make the number here for the OL axis one, it's very important okay, to avoid any problem when you use the bevel or do anything else. Now, if fix it. Now the numbers here, it will work correctly. And yeah, that's right. I will add two segments maybe. And I will make smoothies, right-click kid, smooth and activate shading harder. Normal tells me that you need to activate auto. Suppose so let's go here and let's activate autos. Alright, so that's cool. Alright, That's very cool. But we didn't guts sharp edge here in this area. So in this case, I will do that manually. I mean, I will tap and go to H at number to crop this edge hold Shift, grab this. And I will hit Control B to bubble this area manually. Add the three edges, maybe less will be nice. And there we go. Now we got this Let's go top out. Very cool. Alright, here and this side, I think we need to push, Make some edge because as you can see, we have some tilde here. Okay? So what I will do is I will tap the edit mode and hit Control R and add edge and put a almost right here, something like this. And now let's see, grab all of these vertices, go to the Z, I mean, in the wireframe and these vertices like that. And let's push those bad guess a little bit, hit G to the Y and push those a little bit like this. Okay? And for this vertex, maybe I need to push it inside to the middle. I mean, to this direction. Key to the X and bookstores just a little bit like this. Okay, Now let's hit Z to excite and let's see what we got so far. So we got this, our eye spots. We need to bevel this one as well and they think it's pebbled. Yeah, that's right. This pivot automatically, raspberry, cool. Alright, I think we got some problem here in the Bible. This area, it doesn't beveled, so maybe we can evaulate manually and fix it. Okay, so I will love to have the ethmoid and the crop, this edge Alt click to grab the edge loop. And maybe I can develop manually. So I will hit, can throw, be in, add three, maybe hold Shift to make the movement slowly. Three pages like this and confirm them. Tab out and now, Okay, cool. That's cool. Now maybe we can add the mirror modifier. But before I add the mirror modifier, I need to delete this area, this face here, so I will tap, good to face, this face. Alright, and this one here as well. Those here hit X to delete these faces. Now, it's ready to add the mirror modifier, top out, go to object mode, and then go to the Modifier. Choose me or, or modifier. And it will mirror this correctly. And as we said in the previous lecture, we need to put the bubble underneath them. You're, we need the mirror affairs and then the bevel. Now the result is correct parts both paths we need to add subdivision surface. Okay. So let's go and I'm sorry. Yeah, subdivision surface. To make it a smooth. That's cool. Now we added per, we got some problem here though. Let's see why that's happening. I will like to excite, sorry, hits, like to go to the local mode, okay? You can go to View and where is it local viola called Toggle Local of you. Okay. Let's move this image right here. And let's tap it. It is one that Let's see what we got here. We've got some weird results in this area. Okay. We just forget to I will turn off subdivision surface steamroller just to fix this area. I need the edges to go like this. I do that. I will get correct results. So let's do this. I will hit K to activate the knife tool and click here, and click on this edge right here. After that, we need to this hit Enter to confirm it's hit K again and make another cut from this egg to this age. And have to enter, when you do that. Go to the edge number to grab this edge. Hold here, pick up this edge, and then it can throw X to delete the acres, just the edges. And now it's correct. If activate the subdivision surface, I fixed the problem. Okay? But for this one, I need to repeat the same scenario. Okay? So turn off some tweaking service. And, and by the way, that's happened because when I picked the edges, I guess selected the edge that I saw. But I should rotate the view gets a little bit to select the small age, so I forget to crop it. This made mistake. Hit K to activate. And I've told my mic cut from here to here and hit Enter, hit K again. Make cut from here to here and then hit Enter, grab this edge, this edge Control X to dissolve it. In. Now, subdivision surface should work correctly. So I think and yeah, that's right. Okay. Well, what else? We got? Some the SimCity now right here, we need to fix, I think. Alright, I think the Bible that we added doesn't give us aqueous here in this area. Okay, if I activate the wireframe Alright, as you can see, doesn't targeted this area. So in this case scenario, I can go to the bevel, this hit Tab out. Let's go to the bevel. This openness. The vulnerable is working according to the angle. But I will use another method for the bevel. Walk into the NCL means any angle will be beveled. So here we have angle. Here, the number of the angle, any angle below this number, it will be canceled in any angle above this number right here, it will be beveled. So what I will do is I will switch this to weight. I will use. I will make the bubble working according to the weight of the edge. And I will some edges and give them weight to be the fault. Okay, So first thing, let's choose weight. And now I can do is I will tap enough targeting my edges manually. For example, I need this egg to be targeted. And these edges right here, this one, this one. Just select them manually. The small right here, this one, alt click. And what else? Okay. Yeah, I think these all the agents that I want to target. After that, Let's move this just a little bit right here. Open the ATM right here, and here you will see me and they will just push this to one. And we will get the bevel will get us to one and give it the amount that you want and that's it. So here we have two controllers. We can control the amount from here, and we can control it from here as well. Okay? But for me, I like to push this to one and from here to control it. And now let's tap out and turn off wireframe. Okay, like this. And there we go. Alright, so let's go back here and let's activate the subdivision. Alright, subdivision now work correctly without any problem, but we got some problem with the Hadean. This the nature of the subdivision surface when I activated, I need to make this airtight any to support it with the new edges here. So in this case what I will do it less close to the bevel top and hit Control R. Just add H right here, close to the corner here, just to support it. K and 10k here. To support this side as well. To make the to make this area tight and can throw off to add eight here to support the color that I have here in one year as well. Okay, something like this. In one H right here. All of these edges tested to support the colors. What else we need to add in this area? Age can throw our, sorry, can throw our and add egg and move it up. Something like this. Can throw our and add one right here. You can see the difference if you noticed when I make the edge close. Okay. And one here as well can throw are. Now at this tab. And let's see, the result now is sharper and beautiful. Okay. Now let's hit slash to exert of the local mode. And let's see what we got so far. So this is the result that we got so far. Okay. Let's go to the front. Everything is in place. Yeah, that's cool. One more thing here, I just need to mention before I end this video, let's zoom in here to the corner. You can see that I have some weird shading here. So you can see OK. And that's because we activated the hardened normal and we add the subdivision surface above it. So in this case we can cancel the harder normal of the bevel and we can use, we can count on the subdivision results. Okay, so let's close this. And now the result is better. For any reason. If you want to get even better, look, you can add another modifier. But let's see if this new modifiers will work in this situation. Or nodes. We can add weighted normal. This modefier always fixing shading problem. The scene before and after with this. What if I can do this before and after it's fixed? Just a little bit of some problem right here. And I think I can keep it. Alright, that's cool. Yeah, I will end this video and see you. And then his video 6. 006 Modeling section modeling the front bumper: Hello everyone and welcome back. In this video, we need to create the bumper errors. So let's go to the front of you. And I can add a plane and start extruding the plane and create a bumper bus. I think it's better to grab the, the front area that we create in touch with mood and select one phase, for example, this one hit Shift D to take a Coby from it and move the new Coby it are down. After that hit P and then us to separate it out. This in your piece tab. And now I can work with this one with all of them with the virus still exists with a new piece because we copied from this. So let's go to the edge vertices with number one elicit grab these vertices. We need to align them. But this right here. And let's turn off the modifiers for now. Just keep with me or middle activated. Move this down just a little bit dizzy. And what else? Grab these vertices, hit here and move them maybe almost right here. Hit E to make another extrusion almost hear something like this. Alright, align it with the fender like that. Let's keep our eyes on the design that we have here. It's picking small from here and then goes down just a little bit. So let's grab these vertices first and let's go to the right. Alright, let's hit G and move those just a little bit. Maybe right here, something like this. That's cool. Clubs is brought to exceed key twice and slide it back. Something like that. Maybe. Maybe I can take this up key twice and sled up. Alright, something like this. It's more of this right here. Now what does it go to the wireframe? Realistic, probably seen these vertices here and let's take those back just a little bit, almost right here. Okay, Now let's add H to add one H here in the middle. Maybe these vertices, I can move them just a little bit like this. Cool. The CEO is because so far here at the perspective. Well, we call this result. Alright, so these vertices, maybe I need to push those, push them back. Maybe right here. I think this is a better. And let's select this edge and this one here. Maybe we can extrude those back timber right here. And maybe those here, we can extrude them as well. This one and this one. Just throw those back. Just a little bit. Alright, here in this air we can add two edges and move them just a little bit forward. Maybe from the top. He Z and go to wireframe here the key, and move them just a little bit to make this area a bit curvy. Like this. Care of. Similar to the care that we created to the to the front area. Alright, now let's see what else we can do here. Let's try to find another image. Alright, we have some tilt here in the bumper. Let's go to the front. And the score to a vertex. And maybe we can select this vertex and move it just a little bit like this. Yep, that's cool. Maybe crop this one and just move it right here. Those two. And the wireframe mode. And move the outer butt right here. And for these vertices, maybe I can take those down. I don't know, maybe something like this. And even maybe these vertices, I can take those down just a little bit. Further bumper, I'm not going to use the reference image results, Alright, so it's not so quite accurate. I will count on the images. Alright, let's see what else we can do here. Let's go to the rights and they see what we have done here. Okay, These vertices that we selected here, maybe I can now grab these and hit key twice and put these vertices back like that. Okay? Maybe we can create a face here and maybe we can fix it, hit F, create the metaphase here. And let's see what we can do with it. So grab this vertex right here. Maybe we can move this vertex for just a little bit, or maybe this one backwards. Gateways in this slide this back. And maybe this one we can slide this back as well. Something like this. That's cool. And K to activate then I've told to make a cut like this. I just need to want to complete the loop. Alright, What else? Let's try to align this. I just need to see, is there any variation here? And here we have some variation actually. Let's see how can we fix this. Let's go to the top. Go to wireframe. And maybe I can make a cut. Goes like this, and then connect everything. So I will use the knife tool, hit K and make a cut from here like this. And I will hit C to cut through all the edges, hit C and then left-click here and then Enter to confirm it. Alright, so that's cool. Now I can grab all of these vertices, hits X and V to delete, to delete all these vertices. And now we've got very nice line here. I can hit Keith wise and push those gears a little bit forward. Now, I can club those, hit F and I will look very nice, flat face here. Okay? And now let's make a connection here to company the age. Look at K and make cuts from here to here. Hit Enter. Alright, what else we can do here? I will add H here in this area like this, and grab these faces, hit XF to delete them. Go to H, club these edges. And those here as well. And hits E to the Y and X through those back. And now it's time to add some level, maybe to bevel these edges. So let's go to the bevel and activated and choose limit method weight to control it from the mean bevel weights. Okay, now let's select the edges that I need to bubble them. I need to bevel this edge here, this one should be harmed and those here, they should be sharp. That was here as well. And this one here. Alright, and those here hold, can thoroughly grab this one to select the edges between those here. They should be hard. And this acres as well. Alright, when you will be satisfied with all the edges, just push them in powerful way to one. Now you can control the Bible from here. That's cool. What else? Sub out and see what we have done so far. Now we got the bubble. We just need to add subdivision surface activated. Let's activate and the CO2 we got so far. Alright. We need to support the corners again because we added subdivision surface. So in this case I will tell to go to the edit mode and hit Control R to add ache here and put this edge close to this. Eric has to support it. And can throw our to add one here from this site as well. And this same scenario here. Can throw out an ad right here. And maybe can throw off to support the side as well. Somebody like this. And for this corners, same scenario, Control R and add one here, right? The suborder, the corner from this side. And I need to support this from this side as well. So it can throw our to add a here and shuts hallway right here. And maybe we need to support it from here as well so it can throw our and add the H like that. Let's talk about another result is better, I believe. But we got some weird result here and let's try to find why that's happening. Well, in this case, what they can do is maybe I need to bevel this one as well. Maybe that's what fix and yeah, that's right. If I build this edge, I can fix the problem. So I need to select this edge. Grommets, the whole age. Ambivalence, give it, will wait. And it will be automatically. Let's talk about, and let's see now the heading is everything is correct. Okay, now the result that I got it is very nice. Beautiful. I can't accept it. And for any reason, if I would need to tweak it later, I can tweak it. Alright, That's very cool. I will end this video and I will see you in the next one. 7. 007 Modeling section modeling the windshield: Hello everyone. Hussain is here. And this video I just need to mention I got a new images from Internet to interest ten, the design even more. And I got, nice me care for the bumper. And I discovered that the rest of that I got here, it's not similar to the real car. We got something here. We didn't read it and create a because we didn't have enough information with these images. So this is something I need to fix and I will delete this later. I will fix this later. I have no problem if I create the whole car and come back here and fix this bumper. Okay. One more thing here. I just noticed that the hood here we have a care of. And I did dance, created care of. I create that like like steps here. Alright, sits right lines, so I need to fix this, okay? Any to maintain this curve here. So let's go to the top of your Enlist. Start with this one. This you can we fix this problem? What I can do is I can go to the edit mode and maybe I can grab one vertex. Maybe it is vertex right here and hit E and extrude. It's something like this. Maybe in the central limit in the center. And I will go to the air. You gladly senior age and hit P as two separate us. Now this egg is separated. I don't need all of these modifiers for the, for the Cenozoic, even the mirror, I will delete this. Okay, so let's tab and let's see, grab this vertex and let's move this vertex all the way to the other side. I just need to use this edge as a guide is the idea why I, why I created this edge. Okay? And in the middle, maybe I can add one vertex here. And I will grab this vertex and hit key and move it like this. I want to use this edge to help me as I guide. And I will push the subdivision surface to three, maybe make it very smooth, or maybe even four. Now, this top out and see the result of the edge. Now, I got nice care of here. I can count on by want, even if I can move the vertex even more if I like. Alright, I think something like that. I was working. Now I can understand where should I put these vertices and where should I align them. Okay, so let's use this guide and I think I will put it above the hood. Okay? Alright, lets you go to the top again and let's see, grab the top edit mode, and now let's start pushing some vertices. But before that, I just need to make the distance, even for all of these H's I have here. We have a clause aqueous here, we need to separate them. Let's start with this one. And I will move this one key twice and pull this right here. Be careful. Hit the key twice and slide it. Okay, maybe I can grab this one as well. Those here and had Keith whites and move those something, maybe right here. Okay. And the Wireframe grab those that you twice and move those here. And not waste the time to book these vertices and align them with a new care that we created. Grab those here, hit the key and move them just a little bit. Polite here. Grab those here, right here and move them. Something like this. And those here as well. Probably those maybe I need to move them back just a little bit. Glob those here, sorry. Grab those here and move those back. Something like that. Maybe those here as well, the crop them and hit key. And be careful don't move these vertices to the left or to the right. Because you will, we will get an overlapping, you just need to hit T and move those to the white, just to the way. And let's align them like that. By the way, I'm aligning the result of the subdivision surface, not the vertices. Okay? The same scenario here. It can move those just a little bit right here. When you convert it, we need to go to the right view and see did you have any variation? And yet we got some variation here because we moved it like this. And they will go down. In this case, it's very easy to fix. You just need to crop them and align them again, hidden key to this end of this like that. And I'll, and it's got all those house will hit you to the Z and align them. Maybe this one goes off it key to this EN's alignments like this. What else? We got those here off key to the Z and align them like that. Maybe those here when key to this same scenario. Okay. I think We finished a fixed everything. Maybe those you to see those grades. Alright, that's cool. Maybe this one I can move it down just a little bit like this. Alright, so everything now is aligned perfectly. Alright, let's go to solid. And this age, I don't mean to say anymore, I can delete it so I just hit Delete and Toby deleted. All right. Now is a time to create the windshield. I will grow the hood and create the windshield from the hood. Okay. Let's grab these edges. They have here. You can hit Alt click to grab the edge loop. Okay? And hit Shift D to take a Coby from this and right-click to leave it in the same place. Then P two separated. And so I just forget to activate the screencast here. Okay? Let's move this maybe right here. It's two closets. Alright. So now we have the senior edge right here for the windshield. I can now tap that it's more than hit a select all the edges and go to the top of view. I can hit E and extrude this all the way right here. And I can hit S to the Y and his hero enter to align this has to the Y zero enter. Alright. Let's do that again. Is to the Y zero Enter. And you and I was working, I just forget to activate the number. Alright, that's cool. Now let's go to the right and let's see what we got so far. Now, I need to take these edges up a key to the Z, and let's put those all the way right here. Maybe. The skill dose fuzzy to align them is S to the Z and zero Enter. Ok. Now grab these vertices in the wireframe mode. All rights, the rights and move them. It can move those hallway right here. Something like this. Great. Okay. Let's cool. Okay, this is what we got so far. Now we need to give this a thickness. I will turn off timber or lay all the modefier that I have here and I just need to kick from the top. I think it is sits right line. I don't think that we have a care of here. And yes, let's try outline. That's cool. Alright, so let's give this a thickness. Okay, Let's turn off mirror for now, Kimberly. And let's tap out and let's add solid defy to give this a thickness. 1 cm thickness is okay. I will put this first modifier here. Okay? And don't worry too much about the thickness for the last 1 cm, I will accept it. And I can apply it, it Control a and lights. And now I can go to this side and delete this face. We don't need it because if I don't will be between the two sides when I activate them or I need to delete it, go to Facebook, love this XF and deleted. Okay. And now I can activate them, you know, I can't see the mirror side. That's very cool. What else we can do here? We need to activate the bevel and we need to target the new edges here. I think there's a target of this egg is automatically. Yeah, that's right. But I need to add an extra edges here to support this side because I need to use subdivision surface. And by the way, I think we don't need to activate. We don't need to use subdivision surface because it's flat. Alright, if I, let's take it up this edge here. See, I will hit Control X to dissolve it. And let's tap out and let's see the result without subdivision surface. Cool, it's nice and working this window or when heel is flat, so I don't need to use subdivision surface, but what I need to do now, I need to put everything in the right words. You can tap to the nth mode. And now let's go to the edges. Do we need all of these edges? Yeah, we need those edges because we have a care of here bots for this side. I need to push this vertex inside like that. Okay? I don't need to put these vertices one by one. But I will activate proportional editing to acute this. So I will hit key and move those here. Parts. If you activate the proportional editing can you will have a circle. You need to make this circle. Small. Guests rotate the wheel and make the effect smaller. And now I can move this just a little bit and what's in the right position? Key and move to a little bit like that. Alright, now with the mirror is okay and everything is cool from the side. Everything is cool, I think. Yeah, that's cool. Very nice. Alright, let's tap out and now let's activate the bubble. And let's see the result of the bubble. Thing gets very small. Maybe we can add points 0.08, something like this. Without adding any subdivision surface, I will delete this. And what else we need to do here. I think let's check the harder normally it's activated, the auto smooth. Okay. It's activated. Very cool. This is the result without subdivision surface and for no reason if you want to add subdivision surface, I guess it's okay to add it if you want to. Make this more smooth. If you would like you can either fans, you cannot iteration level. Okay, if you like chicken results. There's something here. Let's see, before and after his, before this, after. Alright. If we need to add subdivision surface, we need to support the edges like this because as we said, when you use subdivision surface, the edges here will be pushed just a little bit like that, according to the old guard alogrithm of the subdivision surface. So yeah, this how it work, tab control our supports. H right here. Can throw our and add an H right here and move it all the way to decide something like this. And for this, Heather's will control our add, sorry, cancel out and add edge here and move. It's zooming, gets a little bit key twice and slide it again. And let's move. It's right here. Now, if I zoom in, I can see what I have nice result here. If I turn this off and maybe one H right here, top can throw out maybe one here. Something like this. Yeah, cool. Okay, so nice. Okay, now plus to zoom in here just to see What's because so far. Very nice. Okay. If you like, you can put it that windshield, yes, a little bit to have a gap here. But this result is very nice. Alright, so that's will do it for this video and see you in the next one. 8. 008 Modeling section creating the fender: Hello everyone. Let's modeller the fender. Okay. Just this part. Let's see how can we do that. Okay, let's go to the right. If you and maybe we can create an e-commerce written start from there are Coby one of these and I think we can call be one of these. For example, I can crop one face from here, from this side or even from the front area acute. I can do that as well. For example, I can grab this face and hit Shift D and move it right here and rotate this to the z-axis. Turn off proportional editing. They just forget to turn this off to the see what's going on. Just turning the proportional editing and rotated like this. And I will take this phase out for now and scale this to the X to make it flats has zero Enter and they're going out, it's become flat. I don't need anything here for now. I will turn off all of these modifiers. And let's go to the right-hand less start modelling and put these vertices and the right position. Well first let's move this vertex hit here. Let's align it here. By the way, just forget to separate this face. So I will let can throw, I can grab them like this. I thought that I can hit Control L to link select like this. Okay, I can't collaborative like that as well. Anyway. Then hit P as two separate it and the crop, this one activates the modefier for it. Okay, Let's go to the right view. Tapping mode. Grab this vertex, hits key, and let's move this right here. And let's see what should we put this maybe right here, something like that. And what else? Let's say grab those here and let's move them. Okay? I have image right here. Show me how much I need to push these vertices, how much space I need to add here. So it's very nice image here we got, I will ally this vertex with this one like this. So proud of this Hikida is here and hold Control and stopped here and activate vertex snap. When you hold can totally well, you will activate this icon right here temporarily. So there's no reason to activate this one to make snapping G to the Z, hold Control and stab it with this vertex. Grab those to hit E. And those right here. Somebody like this. And maybe I can club those now. And I was just a little bit like this. Okay, Let's say Club all the vertices and which this inside. Maybe from the top we can, the rear side of that even more, see what we can do here. Okay, maybe I can, I think I need to make it to floods. Again as to the x-axis like this is zero, Enter key and hit key. And let's put this, I don't know, maybe right here for now. Let's go to the rights. And what else we need to do here? Smooth those inside his key and put those inside. Well now we got some overlapping here. In this case, I can hit G twice and slide this. Something like this tool work. Okay? Alright, let's go to the right again, and let's see what else we can do here. I will grab these vertices, hit E to the Z and move those all way right here. Key to this EA can, and let's put those here. And this vertex hit E to the Z and snap it with this vertex. Align them. Alright, and now I will grab this hit key and move it like that. And the cob, this one and this one as well as ten more than just a little bit. Right? Something like this. Alright, what else we can do here? Maybe here we can hit, hit Control R to add a job here in this area like this. And now I can crop is two vertices and hit E to extrude them. Hallway right here and hit S to the why is your interest to align them? Like that's okay. And maybe now I can crop this vertex, hit G and move this right here. And I need to move this one as well, but I need to be precise. So in this case, I will drop this vertex, this vertex and hit F to create an edge between them. And I will use this edge as I guide. So I will call this vertex, hits either the Z and align it with this edge. If I want to be more precise, I can activate the OH snap and it's either the Z and hold Control and stamped with the age. And I can three this back to vertex. When you will be satisfied, go to the edge. This edge hit X E to delete the edge. You don't need this, and now it's perfect. What else? I will hit Control R to add one H right here in this area. Let's go to wireframe almost right here, Rickey twice and slide it here. And they will acquire this vertex and this one as well and hit E and take those down. Something like this, or maybe even more down right here in the Cloud is vertex hit you and push this bag. And they got up those two here, it's E and book those all the way down here. Well, if I make a comparison, I have I have some band here and this area goes inside. But if I compare the reference images I have here with the model, I think that distance here is very small as compare with this one. So I think that is all that I have here is not so quite correct as compared with the real vehicle. So because of that, I moved those vertices down like this. Okay? Alright, let's see what we got so far in the perspective. We can go to the top and kicked the results. Alright. Well notice it grab these vertices. And let's go to the top view. And we need to align these vertices. We need to extrude those vertices. I think let's go to the right. Let's extrude those vertices up. It's E, and extrude those all almost right here. And what else we can do here? Maybe we can just go to the front LSU. What we got so far. Let's move those gets a little bit like this. Maybe in the top that's will be better. I mean, yeah, that's cool, correct? Maybe this vertex, I can move it just a little bit. It can move it right here. And here we need to make some fixing here in the right of you. Maybe. Well listen, I will bring this vertex down in marriage. It's activate auto marriage and hit the key twice and slide this down. Like this. It will be married automatically. And the crop, this one, it's key to the Z and move this right here. Sorry, It key twice and slide, it's better. I scroll here, we have an edge, we need to create it. Alright, so let's see how can we achieve this. I will hit Control R to add on H right here and this area. And I can grab this vertex, hit E to extrude it all the way right here. And grabs those three F to create a face here in this area. And now let's see, in the pure spite of what we got, we just need to move this vertex and what's the Android position maybe at the top view. Just hit G and move this, align it with learn it when the hood. Alright, maybe this one as well. We don't need any cap here. All right, something like that. What else we need to do here? Let's see. Let's go to the perspective analysts you to be good so far. This ticket, the France. Alright, so let's go back just a little bit. Cool. Alright, now we can say that we finished with this part. We just need to give it a thickness and make some adjustments. Before we do that, Let's check the other images here. I just need to check this area because I need to make some extrusion inside, but I need to understand what's going on here exactly before I do anything. So let's check another image. Let's take the images that we have here. Okay? Alright, seems like we don't have any trigger right here at this point. And then diagonally goes like this. I don't know. Let's try to find nice. I show us what we have here. Okay? I think that's, so in this case, what I will do is let's grab these edges here. Let's move these images. Club those edges here, and hit E, and move those inside. Somebody like that. Then maybe I can control these vertices. Hit U twice and take those back. Somebody like this and maybe move this down just a little bit key twice and move this over this right here. And you can do this with the bevel if you like. When you add the pitfall, you can grab this area and push it if you'd like. For example, I can I show you what I mean? I will cancel all of that and let's make this small okay. And less. Go with alanine. So defy not bevel. And let's turn off mirror and let's go and I add the solid if I here. And let's make it fairest modefier. Something like this. I will accept 1 cm thickness does not a problem. Alright. Okay. I just need the room. I don't need any thing else. So I will turn off, turn on or him on only. I don't need this side. Turn on even thickness. If we have no problem with the thickness. And now we can apply Control a and we can activate the mirror. And we can see that we have another page here on the other side. I will tap it. It won't to add edges here, or you can use bevel and activates weight per volt took to target any edges that you like. And I think that's better. I will grab Alt click and grab this entire edge loop and go to the mean bubble weights and increases to one. And here we should have some level. And yeah, correct, we have some level. Let's target these edges as well. This hits like to isolate it. Grabbed this one, this one, this edge and even this age, because I need the Bible to go like this. Okay? Somebody like this, I don't need the bevel to stop here at this point. I need to go like this as well. So grab those three and this age maybe, and this one to be valid. Maybe those here as well. Alright, Alt click to grab this ultimate luxury. And maybe those here. And those here as well. Maybe those here. This one and this one. And before I before this or I can do that later. I thought I can put it as just a little bit inside, but I can do this later. It's not a problem. Okay, let's say Club those here. And those here as well. And these details, CHs here. Okay. Cool. Is I need it as well. And let's increase mean bevel weight. And that's cool. Do we have any harder than normal? I will activate it for now. We just need to see the results. The seats. I think this Jacobi got so far. Alright. It's not bad. For this one. I just need to move these vertices and suggests a little bit of this face. Maybe it can move this to the x-axis almost right here or something like this. Just tilt it gets a little bit tab. And let's see what we got so far. Do we need to add subdivision surface here? Actually, we don't need to add subdivision, subdivision surface right here because we don't have a curve here in this area. So you can cancel but you can't ignore it. Feel like maybe we can add three acres. Maybe that's can make the subdivision even better. I guess some weird Creating right here. Let's see whether it's habit. I will activate wireframe here to see what we got here Alright, sometime I got some weird a bevel happening here in this era. For example. If I want to fix this, I can grab a new edge and give its medieval weight and thus can help me to give me nice beveling here in the corner. Okay. That's why sometime I need to target ages like this and the flat surface interval them. Okay, so let's turn off wireframe. By the way, I will add a shortcut for the wireframe. You just need to hit right-click and assign shortcut. I did that already. For example, for the axis you can Intro to click and assign shortcut. And when you hit the click, now we can press any button and it will be the shortcut for this axis. For me, I added the wild letter for as a shortcut for wireframes. So now when I hit Y, I can toggle the wireframe on and off. Alright? Because I added the H right here, I got some weird shading happening here in this area. So in this case, I can cancel it and leave the result as is. And maybe I have some option right here regarding the the bevel. Okay. Let's activate wireframe and let's see the option that we have here. The profile, maybe we geometry. We have this meter outer, we have the sharp activated. Let's change this to hark. This option is working in the corners like this. For example, if I zoom here and three, this tool Arc, you can see the difference here. And this option is better. I think this, This scenarios. And you just need to add extra edges and you will get very nice smooth edge here. Let's turn wireframe off and see the results. So this before and this after I, this before, you can tell the difference. So I will keep this at AHRQ. And for this shading I will ignored. It is not the end of the world. It's working. I think. That's very cool. Subdivision surface. We don't need it. One more thing here we need to do. We just need to move these vertices inside, as we say, hit G and move those later. We can control them how far we need to push them or take them back. It's like to excite and let's see what we got so far. All right, Let's cool. Alright, one more thing here. We need to try to fix it. That cap that we have here. Alright, so let's zoom in here and let's see what we got. Less. Club is two vertices here and maybe we can, I don't know. Maybe we can move those down just a little bit key to the Z and move those just a little bit down. And inside E to the X, I think. Will those just a little bit? And the vertices that I have here, maybe I can take those out, key. And maybe down just a little bit. You the CSI. Alright. Let's go to the right. I think I need to align them with the with the hood. I mean, just need to push those back, maybe right here. And then take this vertex, this vertex out. Let's tab out and let's see what we got is not wrong to have some slightly variation right here. Because in the real world, that's not so quiet, 100% perfect the edges, even in the car, for example. Here in this area we can see that we have some variation here. Here. We have a little bit of gap here. And this area, we don't have any gap here. We got a cap here in this area. So it's okay to have a variation. There's not a big deal. Let's will make it even more realistic. Check, check the windshield here from this era is perfect aligned, but from here, we got the cap here and it's very noticeable. So don't worry so much about these stuff. You can ignore them. Kick this area here, we have a gap here, and from this area it's okay. Okay. And we have a small curve, you'll notice that here. So don't worry about these tough too much. We can accept it like this. Alright, That's very cool. Nice. Now let's check is everything is okay. Right? From this area. Maybe we can crop this, these vertices and gets a little bit, push them here like this, and maybe club those here and hit gateways and move them or not key twice. Maybe I can move them to the x-axis and put them inside. And those here as well. Alright? And the wireframe, see Club those here, G and move them just a little bit inside. Alright, let's see what we got so far. Yeah, very nice. We have some variation here, and that's totally okay. If you don't like it for no reason, you can grab those four vertices, sorry, and take those key to the X. And firstly, just a little bit pushing those, maybe like that. Alright, that's cool. That's very cool. Okay, So I will end this video and see you in the next one. 9. 009 Modeling section Creating fender border: Hello again, we'll come back. Let's say create the frame around the fender. I mean this one right here. Okay. The suffering or reference images. And let's try to pick nice image to start this, the pack, the rear side is a font. Try to see which image we can start with. Maybe this one. Okay. I got these images because as well, maybe this one is better. Okay, so let's go to the right Ferraris and his yank go to wireframe. Okay, maybe I can select face from here and we can create this frame. Can we do that? For example, I can select this face here and hit Shift D. Take a copyright here, then P as two, separate it from the group and start working with this one. Let's go to the rights with this selected and go to wireframe is Z. And now let's try to follow that design. Okay, So let's move those right here. Let's align this vertex with this one here, HD Keith with a Z and told came through on his tablet with its vertex. Okay? And let's move this right here, which is a little bit. What else we can do it here. Maybe we can move this vertex a little bit. Key and move it here. And I can grab these two vertices and take those down right here. Because there, the frame that we have here is very small the distance here. And we need to put that in consideration. For this vertex. I can align it with this one and grab this one and this one as well hit E and through those all the way right here, maybe, maybe I can hit U twice and hold Alt and push this forward. Something like this. Or maybe that's wrong. Yeah, I should leave it like that for now. Let's see the throat. We can do grab those here AT and move those over right here. And maybe we can move this just a little bit key twice and hold Alt and books this forward just a little bit like this. Or maybe I can move those just a little bit bag right here and make another extrusion down. Something like this. Smooth dose here. Grab this foreign key twice to take this bag, and then hold Alt and book this forward. Right here and now Club those both hits END because with those down there. Yeah, somebody like this. Okay, that's cool. What else we can do it here. Okay, Now maybe we can grab these vertices or I can select all the pieces. And in the tub, I need to put them in the right position and they are actually hit E to extrude those back right here. And the IP and the perspective we got this result. Okay, now I can select these vertices and go, for example, to the right and the wireframe mode hit G to the Z and take those up. Okay? And okay, let's move this one, G and move this right there. Maybe this one we can hit G and move it just a little bit like this. And for this vertex I need to move with just a little bit up. Okay? Something like this. And what else? I need to move these vertices here as well. He and move them like this. Alright, let's see what we got so far. Let's try to find image from side. I just need to understand what's happening here exactly. Right, which one we can use. Okay, let's see. Maybe this image can help us just a little bit. Right? First, let's scrub this group of vertices and let's push them back like this. Okay? And maybe those, I can slide them up to you twice and put those like this. Okay, that's nice. Alright, cool. Let's go to the right of view and let's see what we got so far. Alright, well for this area here, maybe we can make some adjustment here. I will use knife tool, hit K and make a cut here, and then hit Enter to confirm it. And they will move this vertex, hit G. And let's move this right here, G. And let's put this right here in this one, this vertex. Oswald became over there. Something like this. Alright, let's try to find close image here. We need to see what we can do here. Maybe we can make another cuts. Goes. The slide. This Keith ways enslaved this right here, maybe even more like this. I need this face to be flat, like this. And maybe we can make a Cuts and with knife tool goes here for now, here. And yeah, and maybe, and the wireframe mode from here to this vertex, hit Enter. And now we'll crop this vertex and take this bag key and move it. Something like this maybe. Alright, that's cool. Very cool. Rights. Maybe I can grab those and take those down just a little bit. Slide them key twice. Alright, cool. Now is the time to add some beveling here. Alright, so let's go to edge. And let's see crop this edge and let's move the image away for now. And let's give this mean pivotal weights. One, those here as well. Alt click and hold them. Club those here. Alt click out here to click and double dose. And those here I need to be able them. This edge and this egg here. Actually I can, it's like to isolate this, to work with this one alone here. Pull up those here, and push this to one, this edge and this edge as well. And this one in this one focuses to one. What else? Maybe this cool, this one right here. Very nice. So we, I think we've evolved everything we gave. Alright, let's cool. Now let's talk about enlists. Check the result of the bevel. Actual. It's nice and beautiful. The question is, do we need to add subdivision modifier here? And I think we dance. We have some twisting here and this face, but that's not going to Coase problem I think in there indicating it's like to excite. And let's see what we got so far. Alright, multiply that all. Very cool. Yeah, I can accept this result is nice. Cool. Let's bring the reference images and now let's check the bumper with with the fender. Alright, I think we, we got some egg here close to the surface of the body and really didn't create it right here to see, can we do that? Let's see, probably send typeface mode. Hit can throw off to add one egg here. Very close. And let's take this up just a little bit. Key to the Z, something like this. And maybe this vertex we can move with just a little bit key and move it like that. Manually scrub them. And for this one maybe I can leave it. And for this side I can hit G and move this just a little bit like this. And for those here, this Hickey and move those consult with like that. And then when you be satisfied, grab all the edge that we add it right now. And it's right-click, sorry, go here and push them me and Bevel weight to one to give them a bevel tab out. And yeah, that's cool. Alright. Alright, now let's check the bumper and Fender here. They can't that we have here is very small, as you can see here. That's mean we can grab that bumper, maybe end, we can lift it up just a little bit like this. And we can touch it. It's more than the crop, these edges and maybe we can move them in the front, which we can do is we can take the whole design up like this. And in the right view, I don't know, maybe we can move this right here, maybe something like this, or let's see what's will happen if we do that. Our third week of spots is that makes sense? Let's add an H right here, like this. And I think we need to move the senior edge right here and adjusted this one, the old one as well. And move this like that. And this one, new gravitate can throw me and level it's right here. Or if you don't like to be will it this way you can give it mean bubble the way through like, but that's will make it to my sharp. Okay. We need to support the side with a club so it can throw our and supported. And as you can see, the the heading is effected by this in your age. So it will make the clause to this one just to support it. Now it's better. Alright, even maybe I don't know, It'd be added. Let's turn of subdivision surface for now. Okay, that's cool. Is activated this end with normal as well. Now the result is okay. Well what else we can do here? Maybe now at Kennedy crop these edges and those here as well. And those here. And the wireframe mode, me be in the right view. I can hit key and push them inside like that. And let's see the perspective. Would we got alright, physical to the right. Maybe I can select these faces and move them just a little bit. But in the right view, hit G and move this just a little bit like this. Almost right here. Alright? Alright, alright. Okay, maybe Kennecott these pages and hit key and move them like this. And take those down just a little bit. Maybe even, even those here. This both them just a little bit, not too much. This vertex, maybe I can move it. The idea I need this phase to be flat. That's why I'm moving these vertices and okay. All right, maybe I can move those casts a little bit. Right? This tab out and let's see what we got so far. Alright, It's nice. It's almost close to the reference images we have here. Yeah, I can accept this result. I think this one is better. That's cool. Alright, so I will end this video and see you in the next one. 10. 010 Modeling section Creating the front door: Hello everyone and welcome back. Let's create the doors and let's start with this door, the front door. Okay, this here we can make, we can use Alright. Okay, Let's go to the right to view of Ferriss. And I will use the fender to create the door. I will take maybe a vertex or face from here because I need the pitfall and mirror modifier. I need everything. Okay? So let's tap it. It is more than eliciting what we can be quick and start with the vertex if you like. For example, I can go to the right view and the grabbed this vertex and start creating my door from this vertex. And I can start with the edge. If I select this edge. Let's say Club those, maybe right here, like this one as well. Okay, let's go to the right. And I will hit E to extort or hefty to take a Coby. Maybe right here. Sorry. I think I didn't select the last age at X E to delete this edge, and let's hit Alt click to grab the entire edge loop. Alright, let's go to the right. Hit Shift D to get Coby. Let's put the copyright your temporally and hit E and extrude it like this. Now let's grab this edge. Only select everything, just hit Control L. Just select one edge and then hit Control L to select all the links vertices and then hit P as two. Separate that. And now let's work with this one alone. If you're Colby, age and extruded some time, the faces will be flipped, sometime, not always. So it's very important when you do that, you can go here to the face orientation and check the wire. Face orientation. Anything great? We need to change it. For example, the fender border here it's red, we need to fix it. For example, select this one, tap it a shift and to recalculate the normal for the door. We don't have any problem. Okay. Let's go back here to the viewport overlays and turn off face orientation. Let's go back to the rise of view. And let's move the door back. It can take, it's all the way right here and keeps small gap here. Alright, tough to the edit mode. And now let's put these vertices and place this a club those Hideki. And let's put those right here. Okay, something like this, called this one. Maybe we can move it down just a little bit right here. And the crop, this vertex, maybe I can move this here. Hold on. Maybe we can delete this edge temporarily if we don't need it. And let's see, grab this vertex and maybe I can align it with this one. Okay? And this one right here. Okay, Let's put this right here. Grab this edge, this vertex, sorry, hit Q to the Z and hold Control and stamped with this vertex. Alright, that's cool. And they got this one. He gives you the Z and snap this with its vertex. Cool. Now let's push them just a little bit right here. Alright. Let's go to the right again and let's see what else we can do here. Let's see, grab this vertex with this one and hit E. And through those to the x-axis, something like this. Let's see what else we can do here. Alright, maybe I can now give this a solid if phi, okay? Maybe I can create the rectangle right here for the handles. So yeah, Elizabeth, that let's go to the right. Go to wireframe. It can throw it out to add one H here, and move. It can throw out another H right here. Can throw out one H right here. And here Oswald. And Let's go to solid club. This face hit E and extruded inside something like this. And you can delete this face if you don't like it, or you can copy it and use it heavily and kobe right here. And this one inside it, except to delete it, we don't need it. Alright? I will hit P as two separate this selected face and lipid, latest timber only. Alright, now let's see what else we can achieve, what we can do here. Maybe these phases, I can deliver it except for delete them Okay, let's add a solid defy to give this a thickness. Before this, I just need to check is everything is okay. But let's go to the top. Go to wireframe to see what we got so far. Alright, Everything is in place and cool. Okay, now, less tab out. And let's turn off the modefier. All of them. And let's add solidify to give this a thickness. On. The first is take this up and make it the first one activated even thickness to get even thickness. And what else we can do? I can leave at 1 cm and turn on Hollywood. Just need the rim. We don't need actual any thickness here. Alright. When it will be satisfied, it can throw light and apply the results. Okay, let's activate mirror. Let's activate devil. But for the bevel we need to target in wages. So let's tap. And let's hit Alt click to grab this edge. And those here as well. Those here all TFT click to crop those. And let's open the menu here. And as you go to the ATM and make me and Bevel weight one to GOT sublevel here, crop those here. Hold Shift, grab this, push this to one. Alright. What else we can do here? Alright, this is very important to give it a bevel, alt click, grommets, and then the bullets. And these edges that we have here crop them one-by-one. And those here as well. And give them a bubble. This H Alt click and give it a bevel. Rice. And these edges here, hold Shift click. Sorry, this more with me right here. And this one right here. And increase maybe evaluates to one. Let's talk about Elisha, what we got. Okay. Okay. Alright, It's very nice. Kicked from this area. Okay, we'll grab these edges or vertices right here and edit mode. This one in those here as well. And move them just a little bit to the x-axis to get better alignments. Key to the X. Those just a little bit like this. Top out, and there we go. Alright, now let's to grab this geometry here. And let's tap it. And it's more to hit a select everything, hit E and extrude this insight, maybe right here. Okay. Let's move this out just a little bit like this. Similarly. And they grab this face, move this insight. And to grab this face, hold here, to grab this face. It's I2 inserts and make some instance like that. Scale the face the two phases, this one and this one. And move those just ultimate forward like this. Maybe I can crop this edge, this edge as well here and move them just a little bit like that. Alright. Grab this face with this one and then right-click and make approach break between these two phases. Hour, That's cool. Let's select this face and push it, gets a little bit inside. Now maybe we can grab all of these edges. Sorry. He said he's here. I can give them a bevel. Alright, let's cancel this one. I don't need to select it. Lists hits like to isolate it alone. Cancel this, cancel this. Well, I can give, give it a bevel or I can use subdivision surface. Alright, let's target fears the outer edges like this. And let's pick all those. Okay, now let's pivot those who can throw be And both of them gets a little bit. And let's see how many edges we can add here. Alright, so let's open the menu here, and let's make those three maybe. Now let's see, grab this edge. Alt, click, Alt. You have to click here. It can throw beautiful those as well. Or something like this will work. I think. I tried to right-click hate smooth. And now we got this results. And if we need, we can give this subdivision surface. And let's see what's will happen. Now it's become smarter. Alright? Alright, we got this edge right here, I think. Let's turn off the bevel. We don't need that actually because we beveled this manually. So I will cancel this parabola or deleted and keep the subdivision surface even the weighted normal, I think is not going to make a huge difference here. Let's see, before and after. I will delete it. It's like to exert from the local mode end. What else we can do here? Let's move this insight in G and move this inside. Sorry, Edit Mode, key and move this to the x-axis. We got some problem, as you can see, when we, when we moved it, we got some problem and that's because the auto American, automatic, when you move something at all, it will be activated. Alright, so keep in your mind, if you move something and you're noted that you've got some change and that makes it destroyed. Like what I have here. Keeping your mind that because of the automata which I will let, can throw this at, turning this off, select all the faces hidden key to the X and move this inside. And by the way, just need to make him something. I didn't put this in the edit mode and the object would, because if I do this, if I move this in the object mode, I will push the other side away. Alright, this is why I moved this. And there it is more than. But if I do this in the edit mode Tab key to the X, I will get the correct result. Okay, something like this, tab out. And now we got the handle. Very cool. Alright, one more thing here I need to fix. I noticed this H right here. It was a little bit goes up like that. Make this age like this. So I need to fix it. It's very easy. I can just to grab them and it can throw X to delete them and reconnect them again like that with the knife tool and hit Enter. Alright, something like this. Now it's okay and perfect. Let's go to the right. I just need to fix something here. This vertex right here, I just need to push its bag. It can move this. Something like this. Alright, That's cool. Okay, so this sit for the door. I will end this video and see you next. 11. 011 Modeling section creating the rear door: Hello everyone and welcome back here. The secret, the rear door. Okay, let's go to the right and let's scrub this door tablet mode, endless. Pick some edges here. We can use them to create this new door. Maybe I can crop those are hit Alt, click, select that edge loop that I have here. And now I can hit Shift D to take the kobe right here to the Y and leave it here. And then P as two separate this from the group. Tap out grubs in Jacobi, go to the right, hit number three from the non bad kid, heat and move it just a little bit. Maybe right here. Just give with a small gap here. And then tap to the edit mode, hit a select all the edges, hit E to Extrude. Extrude this all the way right here. Something like this. Kimberly, let's select these edges Control X and this one can throw looks. Okay, Let's go to the vertices. Number one, grub is vertex and let's put it in the right position, had key, and let's move this right here are listed club those here because we have to the wireframe and the crop this and move it all the way right here. Grab this one had key in this, move this up here. Maybe. What else we need to do here? I think everything. Now, it's okay. It can hold the spike as a little bit. And yeah, that's cool. Right? Okay. Let's check this area. I don't know if this sits right line or maybe we have a carob like this. I just need to kick the images and see if we have any band here and this area. Okay. Let's try to find, maybe this one can't help us. It's looks like there's sits right line we have here. I think. So. Yeah, let's stick with the straight line. Alright. Let me see what we will get after that. Let's make this small labors and less with this image right here. Heartless, go back to, I don't know, where is it. C, the semiclassical. What? This line, I think this line is not going sits right. I think it goes up just a little bit. And we can compare that. This tried to find, nice me care. Alright, the distance that we have here in this area, I think it's as small as compared to the distance that we have here. And that's mean. This edge goes up just a little bit, so we need to keep that in mind. And this black frame that we have here, it goes insight. But at the edges goes up and linked to the offenders. A frame like this goes like that and then goes out. So we need to put this and consideration. And yes, let's see how can we do all of that. Well, let's make this small again. Alright? And how can I fix what I have here in this case? Maybe I can. I don't know. Let's see. Maybe we can grab this vertex, hit Shift D, take a Colby and what this vertex right here. Just one vertex, C to E and extrude this vertex and less, more with this cast a little bit like that and make it a tilde. Okay? Make a diagonal like this. Alright? So I will use this edge as a guide. After that, I will grab this H alone and hit the P as two separate it. And I will a glove this age. Actually, I don't need any Modifier applied on this edge because it just a guide. I don't need to add anything here. So I'm going to delete mirror the devil that leads subdivision surface. All of these, I don't hate them. So let's take this edge that guide out right here. And I will depend on it. So let's go to the right now. And let's start with this door. Okay? Alright, let's, let's grab that guy, the self. And I just need to put this point. I needed to start from here. Yeah, maybe ends here. Okay. Let's pick up the door, the scrub these vertices and I will push these vertices up. Okay, let's take this image right here. Grab those, hit kid with a Z and move those here. Your eye on the first vertex. And then those here. Club this G to the Z. And by the way, you can use snap to the edge if you like, G to the Z, it's very important to determine the X axis. Because if you don't, if you use the snap without giving it an axis, it will snap to the edge and it will goes like that. Snap like this to the edge Okay, so it's very important to hit Z. Let's go here. G to the Z hold Control and snapped here on this one, E to the Z hold Control and stop it here. Well now we got nice results and I just kinda show you what can happen without using z-axis. I will hit G without Z and we snap it. But here, cake, what we got. Alright, this is why I use key to the Z. This one as well. Let's go to the right key to the Z and stopped here. Okay, the same scenario for the next door, this one club is vertex key to the Z. And stop it here. This one as well. The club is G to the Z and snap this right here. That's great. Alright, cool. Maybe we need just to move the vertex just a little bit. Okay, somebody like this. Alright, we fix this and let's see what else we can do here. Let's create the handle. Now let's add the edges for the handle. Can throw R&R the H right here. You can, I think you can snap material, That's right, you can stop it here. Control R again to snap the edge to the, this point. I mean, right here. The first edge, I snapped it here, and the second one here. Alright? And let's hit Z to see the position of the of the handle Control R. And let's add one H to the side. Can throw our add one to the side. And that's great. Okay, Let's hit Z and go to Face ID number three. Grab this face, hit P as two separate it actually grab this alone and maybe I can, I don't know this tab to the edit mode. And let's hit Select to isolate it and less Modeling. I just kinda hit E2 extra insight. And maybe I can crop this phase and this face and make insets hit I to insert. Or actually you can maybe a grub, the fairest handle that we create and use right here. I think this option is, it's okay to do that. Alright, let's move this right here, right-click and bridge to break between these two phases. And now we got this. Okay, I think I can copy the fairest handled. Why would we need to waste time here? Alright, let's try to COVID this one right here. For now I will move this right here temporarily. The globe, this one tablet. It's a select all the faces and go to the right view had hefty and Decker Coby and this would this kobe right here. Alright, let's try to put us in the correct way. Something like this. I think that's great. Hello, That's great. Now let's grab the door and maybe I need just to push this edge up just a little bit. Alright, this edge and this edge, G to the Zika. So a little bit right here, and we will be good to go. All right, Now let's hit Alt click to select this a key. This is just H right here and E. And maybe we can put those inside, or actually you can cancel that and use just saw defined with the fire to do that for you. All rights. Okay, let's see what else we can do. Maybe I can grab these edges and extrude those inside just a little bit like this. The same scenario like with like what we did here. And now I can give this a certified to give to keep it that thickness. Okay. Tab out and let's move the image right here or I will take it out for now. And let's turn off everything we have here. We don't want beautiful mural for now. So let's solidify. Activate even thickness and turn on grim Ali, why wheat? Because we don't need the site. We don't need that other side. Okay. We just need grams. Okay. That's great. I will put it in the fairest as the fairest modefier. And actually because we will apply it, there is no reason even if you put this right here, it's not an issue because everything here is turned off and this is only one is active. You can apply it right here if you like. And that's it. Okay? Okay, now let's activate mirror modifier. And we should have the mirror is cool. Let's activate bevel. And let's turn off weight. And let's turn off subdivision surface. And now let's touch it. It's more to retarget the ages so Let's to grab this edge and let's give it him. People wait to target because we need to give it a devil. And what else? We have a new AKS here, alt click, hold, Shift, grab this. And hold here to grab this one as well. And Liz spoke his 21, great. Now we gave those a bubble, anything blue here that's being hospitable. What else? What else? What else? Alright, the handle. Crop these edges. You can, if you want to select this edge links, you can hold Control, Alt and click. If you do this, you will select the whole edges here inside and then hold Shift, grab this, This, this, this, and poke this to one. Alright, so what else of this age I think we need to targeted, push this to one. Alright, this one as well. Give it to one. This one here, because it's to one and Vc new edges has to be extruded here. That's pretty this to one. And what else? Maybe those here. All right, Great. Well, that's great. Now let's tab out and let's see what we got so far. Do we have any problem with the heating? It? I think we got something weird happened here in this area. I don't know what is this list top and alright, we have in a care about why we have this heart defects. All right, By the way, if you want to visualize your results with another mad cap here, you can go to the, this URL right here to the Hadean second. And you can kink the lighting from side2 mad caps and with, by using madhouse. Here we have highlights. The highlights most of the time will determine the bad shading. A few, especially if you pick this option right here. So with this, okay, as I can see, I have very noticeable problem had been right here, if you will see keg this place here. Alright. So in this case maybe I can use weighted normal to fix this. And yeah, now it's fixed. Oh right, That's great. That's cool. Alright, now let's pick another Metcalf and let's choose this first one. And that's great. Alright, after that, Let's hit slash to excite. This chick is, everything is okay. Okay, let's go to this option right here. No, this in the viewport overlay, sorry. And this activates face orientation, anything right? We need to change it. And I noticed that these handles, we need to flip them. So TBD, the edit mode. After you grab them, it's a select all the pieces and recalculate the normal hit Shift with an Create. Now let's tab article this piece and we don't need them, delete them. Go back here and turn off face orientation. Cool. Right? So this is how to create the door and don't worry about what's happening right here. I extruded those in the left. I was not a big issue because all of these not visible to the camera. And in this same time there are editable alignment. We can edit those and push whatever we want to where we like. Something easy. But for now I just need to create a car in general end after that, any details, any to add? I cannot. I just noticed while I was speaking, noticed that they have artifact here. So let's figure out this door and less activate, delete the subdivision. We don't think it's in this case. Just activates weight normal. I don't know. Maybe you asking why I use subdivision surface here in North here because here we have a curve, I have a care of here and have a curve here. Subdivision surface will handle this beautifully. But for door, we don't have any care of, so we don't need to add extra polygons and the doors. And for any reason, if you'd like to add subdivision surface, you can add if you can add the two and you can support the ages. Support a globes to support ages. If you don't, you can keep it without subdivision surface and you can stick with width normal. It will give you a very nice results as I got here. Alright, so that's will do it for this video and see you next. 12. 012 Modeling section creating the rear fender: Hello everyone, and we'll come back here. Okay, lets you create that back fender. Let's go to the right. I have this nice image and it's easy to create this. Start doing that. Let's see, grab the back door that we just created, and let's tap to go to the edit mode. And this the same scenario we will forbid right here, lets you grab these edges and this one as well. And let's go. Maybe I can crop this a as well. Sorry. This one right here. Let's go to the right. Okay, Now hit Shift D to take a Coby. Maybe we can leave it right here temporarily, and then we can hit E to extrude it, and then we can separate it. So hit Control L to link selector, just need to select the door or the sinew or sorry, the senior geometry and then hit P as two separate this, now this work with this grommets go to the right. And now let's go to the edit mode and let's see what we can do first, this club the entire globe and hit G and move this all way right here. Okay, something like this. And the clubs vertex and Hikida, the Z. And let's put this here and this area. I have nice image right here. I can see what I should do here. Alright? The first paint should start from here. Okay, let's do the same scenario, but I don't need these edges right here. I can crop them. It can throw X and dissolve them. Let's go to the right again. This edge right here. Maybe I can take this up to you, to this EM, this more, this right here. Suddenly like this. Let's grades. And we need to extrude this raises to create this shape, okay? I will select this vertex and hit E to extrude it endless ports, one point here, another ETX, throw this one Endless. What's the next point right here and extrude this even more to have one point right here, something like this. And what else? I will add crop this vertex and hits the GUI, or even this one as well. And let's move those here and move them just a little bit to the y-axis, like that. Alright, I just need to kick the images. I need to see what we got here. It's sits right line actually goes like that. Let's been we need to fix the door after that. Okay. I'm, I right? Or something like this. That's will be nice. Grab this. Vertex hits Keith wise and sliders down like yeah, right here. Right, That's great. Now, I can grab these two vertices, maybe I can hit E and extrude those up like this. If you want to be precise, you can hit Shift D, take a copy of this vertex and hit E and X through it all way right here. And let's smooth. It's, I don't know, maybe we can put this vertex right here to align everything together. Like we can add it right here, Starting from here. And it goes and here. Oh, right after that hit Control L, just to select this edge alone and just hit key and move it out and then P, S to separate it. I just needed to use it as a guide. And after that, I don't need to use any Bevel and a weight. I just need to the edge alone. Even the mirror, you don't need it. Let's go to the right now and let's align everything with this top graph has vertex hit the Z hold Control and snagged here this one as well in key to the Z. Start with here. Let's see what we got so far. All right, now I can grab those three here and hit F to create a big face here and this area. And that's great. Let's go to the right and let's see what else we can do here. Maybe we can create another edge. Alright? Just grab this edge. Top. Glove is vertexes key twice and the smoothness right here to this corner. And it's E to extrude this right here. Alright, I will use this as a guide. Maybe we can move this re-tweets on just a little bit like that. Top, outcrop this top and rights. Now let's the globe is vertex set E to the Z X through this already right here. Can snap it to the edge. And the crop, all of these vertices has F to create a big face right here. Alright? And what else we need to do here? Let's do problem is vertex hit E and extrude this through the wire right here. Can stop. It covers key. This bag Key and take this up. Alright, something like this. Who can I pull it? All right? And maybe we can make another extrusion down. And this add one here as well. Grab this with this club, all of these rights and hit F to create a big face, sorry if, and there we go. And now we got this triangle. It's F to create a face here. Okay, That's great. Let's make a cat's goes from this vertex to this edge. Just hit K to activate. Then I've tool and make cut from here to here and then hit Enter. Alright, we don't need this edge to a, we don't need to add any means, but we'll wait for this age. So I just grab it and push this to zero. Like this. You can make this small just a little bit. Let's put this right here. Alright, cool. What else we need to do here? Let it go to that, to the right. And now we can, we can grab all these vertices and put them in the right place. Because you go to the top, maybe that's will be easier for us. We can actually either another guy right here to help us. So I will select any vertex I can see. I will add here with the to take a kobe right here and hit E to X through this vertex there, something like this. We can move with just a little bit to the X. Alright, so now This a new edge selected Control L and selected hit you do is you can take this up and hit P S to separate it. And I will use it as a guide. You can delete everything here. Let's go to the top and listed blob the vertices I have here. And let's push them one-by-one to this age. Okay, let's go to the top and let's see which one we need to move. Start with this one, the C and the right, everything is correct. Or maybe we can start with this one actually crop this hit G and move it like this snob, It's with this with this guide edge as we created the same CNR for the next vertex and go to the top, hit key and move it and hold canceled, snap it to this edge. And this one as well. Crop it, go to the top, hit G and stop it right here. And this vertex as well, the key. And stop it here. Man. Yeah, we finished. Great. Alright, that's cool. Maybe we got some misalignment with the door. We have small a goes like that. I have to option to fix this. I can grab these vertices, all of them and move them back as a little bit key to the X. And will those just a little bit too aligned with the door? That's that's will work. Alright. We have some twisting happening here. We need to be careful about this, so we need to fix this. I will hit Control Z and cake before. Alright. In this case, let's, let's see how can we fix this. Alright? What I will do is I will adjust the doors. Alright? I will keep this result as is, and adjust the doors later, okay? Because this is the best. Okay, now we need to crop maybe these ages and maybe extrude those inside, hit E and K through those inside like that. Alright, maybe I can move this right here and snap to this vertex as well. Something like this. And for these edges, Let's go to find another image. Just need to see what we have exactly right here. Should we extrude it? All right. I guess just need to find the close image here. Maybe I can make this a little bit wider. Alright? We have any image, can show us what we could do here. Oh my God. I find this image right here. And I think the fender ends here to this line. Goes like this, this and other accumulate three we need to create. Okay? I am not so quite sure, but I think it's like this. In this case, I will use solid defy to give us a thickness, but I just need to American the vertices as I have here before I move on. So I will grab those, hit M to open the marriage and America at center, for example, line it will be married. Let's check this. I will look up one and move it already. That's cool. It's marriage. Let's go to solid and let's put this image right here temporarily and top outs, turn off everything for now at solidify and 1 cm. Okay, that's cool. I will hit Control a and apply it, but don't forget to activate even thickness. And I will accept the interface for now. Okay, and I will apply it Control a. And cool. Now I will go to the edit mode and I just need to select this edge called cancelled the club this edge as well. Alright. What I need to do is I just need to make this like a triangle like this. So in this case what I can do is a circle, this one as well. In this pair here, I will hit, can throw a bit to bevel and just add one edge like this. And developed like that. So now we got diagonal results, goes like this inside lists, push the bevel, what's even more until it's reached a point and stop, activated clump, overlap and poke this until it stopped. Okay, Now, let's see what we got. We got this edge is very close now become it will rebuild this again. I just need this E2 to the end can throw be and bubble. It seems like it's not three to the end. Alright, that's not a big issue. In this case. I will go to vertex, hits a select all the vertices, and just zoom here, hit M to open them years menu and choose married by distance. And it will increase. The distance, gets a little bit. But not centimeter to haul 0.5, maybe. Because 1 cm is too much. And now I just me, I like these edges. Okay, now I can tap out. Alright, cool. Let's see what else we can do here. Alright. Now, I need to choose some ages and give them in beveled weight to make the bevel right here to target them and the whole them. So let's go to a Alt click to grab this and increase main bevel weight to one. And the crop this a Alt click and push this to one as well. And what else? Alright, let's see what else we can do here. Good luck with this one. Alt click and mean beveled way to one. And these ages here as well and club them. The same scenario, those here. And this H right here, this one as well. And this egg here. Already, That's looks nice. We can hit slice to isolate this, to work with this one alone. Maybe I can grab this one and the village as well, and this edge right here. Alright, this corner, maybe this one here. And even those here inside that can target them and pull them. All right, that's cool. I think we just select everything we need. Even this one, there was no problem to target them. Cool. Now I can go to face and select these faces inside. I don't want them manually like this. Hit X and F to delete them. That's great. Okay, no less activates the modifiers and let's see what we will get so far. Tap out Let's tumble around. We have any problem with the hidden? Yeah, we just have this aqueous nothing selected. Grab its medieval boy, 21. How about already, That's cool. Let's hits light to excite, and let's see what we got so far. That's cool, but we just forget something here. I just need to show you what we need to do now. We have this small habia we need to create. But that's fine. Nice image to show us what is this? Something like this right here. Alright. Alright, it should be created like this. So let's go to the right and top to the edit mode and go to wireframe. Should be right here in this area. So let's see how can we create it? All right, maybe I can use the knife tool. I can do that to create this. So let's use the knife tool. Hit K to activate knife tool. And let's start maybe from here. And let's add a point here. If you want to go strikes, you can hit you can hit Z couple of time and make the cuts a threat like this. And his you again to turn this off and you can hit this again to turn this on. Anyway. Alright, see, one cut here has Z and one, I don't know, maybe here like this, and then hit Enter. Alright, It's not exactly what we want it, but we can move the edges, hit U twice and move the age, or it does not gonna happen. I can grab those manually and achy and move those all the way right here, maybe. Something like this. And I can make another cut using the knife tool from here, two here, and then hit Enter. Alright, so now we can see in the solid mode, would we got so far? Alright, now let's make some connection from this vertex to this vertex. This symbol around and make cut like that. Hit Enter and another cut like this. And you may ask why I live, that's why I connected these vertices to the edges because this is better to avoid any kind of shading problem. Leaving the vertices in the middle of the surface is sometime causes some problem, especially when you want to add the volt. So it is very important to connect to some, to something like what I did here. You can crop there and connect them to the coordinates. But for me this, this connection will be fine, alright? But we just need to tweak this just a little bit because I think we made it too much big as compared to the me, but I have here. So let's go to the right and let's say Club is two vertices, hit gateways and slay those. Alright, don't worry if we got some diagonal shape, we can fix this theater. And let's say club. Maybe this one had key and hold Control and stab it right here. And maybe I can a club it's trying key twice and push this up right here. This one key to the Z and hold Control and stab it right here. Here, Sorry, key to the Z and stop this here. That's weird. Sorry, we used edge snapping. We need to three this to vertex key to the Z and hold canter on a standard here. Alright, now I think it's makes sense. Now I can accept it, find it to make a little bit bigger. I can grab those headquarters, can take those down just a little bit. When you will be satisfied with the result, grab this face, hit P as two, separate it and the crop, the back fender. And it's like to isolate it and tap to the edit mode, crop these, This, this edges hit E and extra dose inside just a little bit like this. Now you can crop these edges and hits, can throw will be a sorry, you can increase the VL weight to one. To give this just a little bit of beveling and less exciting. And let's see what we got so far. Alright, eight, hey, can see the bevel would clearly and that's because we need to, I think we need to move this vertex just a little bit up. So let's go here and it's key twice to move this up to twice the small dose up. And let's tap out and let's see what we got. Very little amount of beveling. Okay? Alright, maybe we can club this vertex and move this up here twice, like this. Now, I can see some full keeping your mind some time. If you, for example, I just kinda show something here. It's very important. If you leave the edge like this, That's what effect the bubble. So keeping your mind To move the vertex in the place to help the bevel to work correctly. Okay, I will activate wireframe and just need to show you what's will happen before and after. That took up this foreign key twice. And let's take this, sorry, controls a couple of times. This we just, alright, I just kinda hit Control Z couple of times. Less activity wireframe here. And let's tap, Let's see what will happen to the wireframe if I move this vertex down key twice and take this down and see what will happen. Alright, so keep in mind to put, give the bevel space to work correctly by moving some vertices, right? Like what I did here. Alright, now everything looks nice. Let's turn off wireframe for now. Alright, now let's hit slash to excite and let's pick the senior based the top and the grommets. And we don't need another one on another side, I think because we have this small rectangle just on the side. Yes. Right here, about two on the other side. Let's see. Do we have oh, okay. Yeah. We don't have on the other side, so we just need to own one side. Okay. So delete the mural, we don't need to mirror it. Tab and let's say grab all of these edges and hit E and extrude it. We have face right here. We don't need it. And actually we don't need to extrude that match this face XF to delete it. And now let's target this edges. You can hit a or you can, yeah, let's select them manually. The silica dose here, these figures and those here and this tosylate all the edges. Chaos creates the mean, but we'll wait. And that's its top out. And now it's okay. Let's hit Slack and let's see what we got so far. Maybe we just need to fix the face orientation. I just need to check because I think there's some problem in yeah, that's right. We need to flip this top hits a van shift and that's its turn off phase orientation. Alright, we have a hole here on this side. I will leave as for now, I let her when I be sure that I didn't need to adjust and do anything, I will delete it. But for now I will leave it like this. There's no problem. Okay, So listen, become almost 25 min. That's too much. I know. Sorry for that. And see you next. 13. 013 Modeling section Creating the rear fender border: Hello everyone and welcome back here. And this video I need to create the rear fender border and the Rocker panel. Rocker panel, I'm in this panel right here. I'm just going to show you this panel here. Let's try to find another image here. Alright, the panel that we have here underneath the doors. Alright, we need to create it as well. And let's see how can we do that? Okay, Hard to find nice image. Which image? Maybe this one. And let's activate screencast. Let's add here number one and a line this where two alignments. And maybe I can move with just a little bit right here and hit Enter to close this panel. Change the color to something, light, hit N two closest. Anyway, let's go to the right theorists and let's see if from where we can start. By the way, I have some problem with some of stuff. I mean, for example, the air right here. I know that I have some problem and that'd be have some overlapping, but we will fix all of that later. Okay? We have some overlapping here, as you can see, we need to put this inside just a little bit, and I love that, but we will fix it later. Alright? Alright, now let's try to create everything. And after that, we will fix this stuff. These problems are very easy to fix because you got to write and his younger to wireframe. I just need to see whether we got here. Oh, that's cool. I think I can pick face from anywhere and use it and start with its soap. I will it grow, for example, the fender top. And let's go to face endless co-benefits. You sit here with the end, cope if it's right here and then hit P, S are separated. Alright, endless Users, tab lists align those as Z zero Enter just to align them, those as well as is easier onto those here as Y is zero, enter those here as well as why is your answer? Maybe I can take those up, maybe here. They those down G and move those here. And let's go to wireframe. And now let's try to create what we have here again, take this right here for now. Those here, something like this. Maybe those up just a little bit, sorry, you to the Z. And this vertex, I just need to move it here. Move this here. Right? Let's move those here as well. Alright, in this one maybe right there. Okay. Alright, let's see, grab those here, it's E and extrude them right here. And for this vertex key twice and the slightest forward hold Alt. To push this forward like that. Have those two. I need to move them. Yes, a little bit. Key twice. Hold Alt because those forward here, and then eat and take those down as to the Z zero Enter to align them. And let's put those right here. Pb 0 rights. Where should we put them? We just need a small gap. I think we have small gap here. This era is dark and I can't see what's going on right here. Alright, so let's try to find another image. Another image, another image. Rice. We have maybe this from the bag. I don't know. Yeah, we just have small gap here. We need to put fan consideration due to the Z. And let's put this right here. From this side, they grab those, hit E and extrude those right here. Something like this. Crop, this foreign key twice and hold Alt and push this forward. Club those two key twice and take those up just a little bit. Maybe right here for now, I will later everything. Alright, so that's what we have done so far. I will hit a, let's go to solid, hit a, select everything, and then hit E to extrude this out. And let you go to front to see what should we extrude it. We need to align it to the ferrous fender border, hit G and move it just a little bit. And yeah, right here maybe we can put it. All right. That's right. Alright, what else we can do here? Let's try to understand it even more. All right, let's see, grab these vertices for now. Hit G twice and take those all the way right here. Something like this. The same scenario for those here, grab them key twice And let's move those here and try to make the distance even from the right, Maybe you can see that you twice and just move it like this. Alright. I think that's too much. Maybe I can take those back just a little bit like this. And for this one key, but don't hit G twice because if you Rickey twice, you will take it like that goes like this. I don't think that that's wrong. Okay. You can hit G twice inside and hold Alt and take it forward. That's all work, by the way. And for this vertex as well, key twice and take this bag here maybe. Alright, Do we have any variation? Gets a little bit key twice and move this just little bits and side. Alright, so that's what we got so far and we can edit it at free alike. Let's to grab those four vertices. He can put those inside to the x-axis aligned to the body. And what else? Do we finished here? Okay, There you go to the right. Cool. But we got just small issue right here. We need to align the edge, this edge right here. Because I, let's try to find another image. For example, this image right here, as you can see that this border, it's aligned with this hatch. So we need to do this. Okay? So we have just small stuff to this. For example, I can call those two and move those just a little bit like this. And in the tub as well, too close. I mean, take us to push them up to the Z. I think that's too much. Maybe I can take up those. I can hit key, sorry, just heat and move those to the Y just a little bit like this. And what else? This is vertex is a little bit like this. Maybe those, I can move them gets a little bit. Okay. Cool. Let's see what we got so far. Alright, here, this, the border ends with a buddy and that's clear here. But for this area is not so quiet, clearer because I don't know if this edge goes to try down or goes instead with a body, with the tilt of the body. So we need to find another image. Yeah, it goes inside. That's right, That's cool because the inside, alright. Alright, but here we have a small edge. Alright? Because this goes and attached to the body like this. When it treats the body, it goes right like this. So we have a small band we need to take care of. So let's try to do that. I will hit Control R to add one H right here. And this inner edge, we need to edit it so It's very easy actually, you just need to treat us to vertex. And for example, a club these two vertices. You can isolate it if you like. Grab those two vertices, Hideki to the Y, hold Control and snap. It's the same scenario for this and this one right here. You to the Z and stop this here. And for this one key to the wise that this right here, go to the right. Let's see what's we have. We have some variation, okay, That's okay. This right here. What else? This one as well. Key and move this just a little bit like this. And we have no problem here. We got some problem key to the Z and move this right here. And for this, I don't think we have problem. Let's go to the right again. There's kegg, the area here we have some variation. Get dizzy and take this up just a little bit. I apologize. Alright, cool. What else we need to do here? Maybe we can take those. Are those inside Turkey, sorry, G with a Z and slowly gets more of those here. If you want to align them, Club those hit S through the easier Enter. And it will be good to go. The same scenario here. Those S, Z is zero Enter and that's it. How about his Z to go to wireframe? And this what we got so far. Alright, top. Let's move the image right here. Timberlake and delta H. Club the edges that you want to grow up to age Alt. Click for this one, alte haptic look for this one. Hold shift to click for those as well. The same scene over here, grab everything and go to eat them and give them bevel weight. I'll write those here as well. It's very important to copy them here. But we'll wait. Right though. This edge, this edge weight to one, those here as well. Alright, preferred way to one. Great. So now become blue. That's been now with a bevel modifier target these edges. And that's what we want. Alright, we just have this edge and this one here, maybe Grades, tab out and destroyed. We got so far. Alright, before walking correctly and nicely. Cool, everything clobbering, clean and beautiful. That's cool. Let's go to the other parts. Or let's try to understand something. I think, I think the tilde that we created here is just some adjustments. I think I'm also quite sure. If we compare the two result. I don't know. Did I gave it the correct angle? Maybe I don't know. Maybe I can break this small and that's something easily by the way. And something else I noticed, I don't know, where's the image. Whereas image. Alright, this in the front. This is what's happened. The front weak beat, that's something extra here. I don't know. Alright, we don't have it right here. But we, we can check this later. Yeah, it goes like triangle. I didn't want stats. So that's mean is, that's mean. Sorry, this type of the ethmoid, this H right here. Those here should go just a little bit like this maybe. And this one should go forward. Backward, just output like this. Yeah, that's what should happen. I think. And I think we need to take all of these inside just a little bit like that. Maybe I think this is our rights results. But I will check this later. It's not a big issue. Had key and let's take this house maybe here. Okay? I'm trying to avoid the twist because if we have choice here, I will get bad shading. As you can see, we have two H's here because I twisted the border just a little bit. Let's take this Bagchi to there. Why? Hand a line it just check the face. If we have a twisted face, I mean like this. Twisted face like this. We can avoid this when we add subdivision surface, but I'm trying to avoid Adding subdivision surface. Okay. This Tobias. Alright, so the angle that we got here, it's yeah, it's similar to the angle, I think for any reason if I want to change it, I can change it. This something very easy. Let's go to this area and let's see what else we can do here. Alright? Alright, kick what we have here. I think the whole fender goes inside or not. Or maybe this is the camera lens affecting the, the proportion layer. I'm also quite sure actually. Alright, so let's try to find another major. I didn't find enough information to understand exactly what's happening here. But I noticed that the fenders borders, they just Nazi tried node goes like this. Try they got the big goals inside just a little bit like the soap. Maybe I can grab the vertices and just take those out just a little bit. And the wireframe mode. So select all the borders and just hit G and move those just a little bit like this. Like that. Now, they are correct like this. Okay. And the band that we have here, maybe we can increase even more just a little bit. I mean, grabbing the vertices here and push those inside gets a little bit and that's not difficult to accurately. You can grab everything, the borders and the doors and the front friend or and this one as well and tap. And you can grab them all from the right view if you'd like. And the wireframe would like this. And you can just push them just a little bit to the x-axis, key to the X. Those just a little bit inside. Not too much and tap out. And for me that's, that's better I think, to leave them like this. And what else we need to do here? Maybe just small tweaking here. Alright, because I made some bend here to this area and the border goes stride, so I need to take it down just a little bit here. I can go to candy, grab all of these vertices scene where frame and hit G twice to take those. A bag and hold Alt to book those four like this. And I can activate the knife tool, hit K and make cut from here to here like this. But you will need to hit C to cut through and left-click to confirm it and then Enter. And now with this face selected, we don't need them anymore. Okay, Let's go here. Now you can grab this face with this face and hit XF to delete it and grab this. All you can hit can club these phases and it can throw a plus to grow the silicon and just hit Control X to dissolve it. And that's it. Actually. One more thing here you can do it. You can go to vertex club is vertex with this vertex and hit the J to make another connection. And this new age just give us the weight of this age like this and this one as well. And this one right here. Alright, this one as well here. As great. And not the result is better and make sense. Alright, that's cool. I will end this video. I don't think that to make this video too much longer and see you in the next one. 14. 014 Modeling section Creating the Rocker panel: Hello again, and we'll come back here. This video or less, you can recreate the workers. The workers. I'm in this right here. Okay. Let's go to the right and they see what information we have here. Alright, so as we learned, we can take, we can take a face from what we created and edited. Let's grab this face here with diane, copy it and skill is to the x-axis to make it flat, has zero Enter. We can start with this one to create the Rocker has this code to the right, and let's hit P as two separate from the group tab out and select this top end. Club those two vertices S to disease here, enter it just to make it flat from the top. Club those and take those down and those as well. We can take them down right here, maybe, something like this. And we need to check the images and see what we are doing. And let's see what image we can count on and use it. Or maybe this one. All right, what else we have here? Okay, let's take this down just a little bit, sorry. And key to the Z, something like this and the club those as well, key to the Z. And align these vertices right here. Let's move those, maybe right here. Grab those to get this he and take those just a little bit right here. And let's club those analysts, take those on the other side. There, maybe can move them just a little bit like this, feel like, alright, so this is what we got. Hit a select all the vertices, hit key to the X and push those inside right here. And maybe we can extrude this and it is literally just hit the end, extrude it out like that. And when you will make the extra, you can just check the phasor orientation as everything is okay. Everything is blue. Everything is okay. That's great. So this is a first step. I've told us maybe we can grab the lower, the bottom edge and hit Q to the X and posttest inside just a little bit like this. And maybe we can hit Control R to add an edge right here to this area. The same scenario here as well. And grab this face and push it inside just a little bit to the x-axis. Like that. I might write something like this. Skills, maybe we can move this even more inside like this. Alright, so now we are getting something close. I will add another eight here. Alright? To try to create something similar to what we have here to make this continuous down. And I will grab this face and hit E to the X and push this inside right here. Let's align those sexually. So I will grab this edge and hit Q to the X and push this just a little bit right here. And now they are aligned and beautiful. And for this side, the same scenario can throw out from the right. Maybe that's what will be better. Can throw aren't add one H right here. And the crop this HD heat with the X and move the chest a little bit like this. And we just need to understand what exactly happened here through the bag. I think we need to take the fender border and move it down. It lists try to make sure that yeah, this the bag has a bike I think are the front. I'm also quite sure. Notice the front area. Tried to find an image from the pack and write this nice. All right, we have a dark shadow right here. That's mean. We have another band maybe in the body, and B will take care of this later. Alright, let's try to find nice image. Well, alright, so it seems like we have some gap. I'm also quite sure. I don't know, but maybe we have small gap and some version of this vehicle. Everything is dark This one as well as dark. So I'm not going to worry too much about what's going on here. I will leave it like this and maybe if I want to give, make yourself more interesting, I think I can grab these two vertices. I don't know. Maybe I can take those down just a little bit. I think that's will make more beautiful. If you don't like it. Don't do that. Okay, and what else we can do here? I think now we can give it to a bevel. So let's say grab this edge and hold Alt Shift and they got this one as well. And they will bevel those manually. You can use bevel mean vivid weight, but I just need to make the bevel here a little bit big. And let's add three here. And what else? And those here, grab them and give them in, but we'll wait. And what care about these? I can give them small amount of beveling the same amount. And those here, this H right here. And what else? Let's move that image right here temporarily. Sorry. Let's Alt, click on those. Weight one, club those manually. The VL weight one. And that's cool. Now let's tap out and let's see what we got so far. So we got smooth area right here and that's nice. Alright, for any reason if we don't like the bevel for this Rocker, we can go to the bevel and increase that amount just a little bit and make it different. If you like, who can do this or for any reason if you want to make variation in the bevel, for example, let's go to the syllabus and let's go to the bevel and I will increase hypovolemic. It's a little bit bigger like this. Alright? You may ask, I don't need these edges to get too much bevel. You can crop them and can throw the novel weight from here if you like. Alright, they can, for example, give those going to bevel weight. And if I tap out, this area would be tighter. Alright, if I want this one to give this 0.3, you will get some variation between this bulb we have here and this one. So you have the ability to again throw it from the purple weight. I will hit Cancel as he couple of times just to cancel that. But Adding more but for right here is make more sense for me. For those here, maybe I can give them, give them another bubble. I'm only 0.5 and make it a little bit, maybe 0.3. Make it a little bit. Throwing here the bevel or tight. And let's see if that's affecting the shading without affecting the hidden, I will cancel it. Alright. Yeah, that's what effect that shading. And let's see, how can we go around it. Maybe we can turn off the weight normal in this case. Or maybe we can go to bevel and increase a segment. Or even change the method less activate the world wherever me just need to see what we got here. Alright? In this case, maybe I can tap it, it, it is more to end the club this face and hit I to insert the space inside. Just a little bit like this. And I can crop these edges here and then give them bevel weights. And you might ask why I did that because check what's will happen. I just can change how the bubble will apply here on this area when I push this. And that's will help us to make this even smoother cake before and after. So something like this, maybe that's will help us to fix the shading here and yet it does, I guess fix it. As just nice trick here. You can use a few cards. Problem, this club, this club, those here and King the bevel way to maybe 0.3 hits Enter or I should be cut problem hits I inside this inside. And by the way, those I don't need to give them a bevel, you can switch those 21 and let's say crop those here. And let's manually hold Shift and give them a small amount of bubbling until you fix that Hayden here and I said, cool, right? What else we can do here on earth? Notice activate weighted normal, and now it's will work correctly without any problem. So result like this, we can accept it. It's nice actually. Oh my gosh. That's too much. Alright, What else we can do here? I like what I did here. Everything looks nice and beautiful. They can accept this result, but not for this age. Maybe I can just change the bevel way 2.3 and tap out. And let's see what we gots. And now I think it's better. Let's activate wireframe for this. I just need to see what we got so far. 0.3, I think there's too much 0.3 this tab again and maybe the changes to point to to turn off wireframe. Let's see what normal before and after. Right? Cool. If you still have problem and you didn't like what you have done. We can use subdivision modifier to fix all of that. So for example, I will turn off bevel and turn of weighted normal. And I will go through them with the fire and your subdivision surface. And let's push this to two. Now it's become, everything becomes smooth. Okay, now I will tap into edit mode and I can manually crop these edges and Bevel them. You can count on the bubble actually are heavier. So what I will do is I will hit a select all the edges and take the bevel weights to zero just to clear everything. Alright? And now I can start they can giving these bevel. Alright, now we don't have any bubbles. I will delete weight normal. I don't need it for now. And I will hit a, I will hit zero. Enter just to zero out everything. I can start fresh Adding a new bevel. Alright, so for example, the sicker up those four edges. And sorry, not this one, those here. And let's activate the bevel. And let's change the bubble amount to one. For now. Let's give this VL weight and let's see what you will get. Alright, how many bevel we need to add two. Alright, that's will be nice. Right-click here the small. Don't forget that. Alright, tab outright, right-click here. Smooth. To make this smooth top end. And now what else? We can necropolis the crop these edges and give them medieval way to one, just to level them over the bevel, that too much you can add 0.1 here and start with 0.1 and see what you will get. Or you can leave the amount here big for the bevel and you can control it from main bevel weight. So let's see how much we can give those. Alright, How about now we got sharp result here. I will, maybe I can grab those. Alright, so let's select those, the four, that, four of them and less money below the mean, but we'll wait just a little bit. I just need to increase it. Alright, I will keep us to one so I can control the main bevel weight. I think that's will be better. And from here I can control it and give it the amount that I like. So let's give this 0.3 a bevel. And those here, I will make them tight so I will take the weight back to something like this. As grades caught. And these edges, I will devote them. Yes, a little bit. Alright. That's cool. What else though is here maybe could have this touch it is mod grab these. But for them just a little bit, 0.1 maybe. And the club those and let's add points to tab out and now, okay, that's, that's great. So this is the result with the subdivision surface. Alright. That's cool. Alright, let's excite. We have weird shading here. Maybe I just accidentally hit G and C. I just duplicated these edges exited in the, sorry, I will hit a select everything and hit M to open the Image menu. And marriage by distance to kill all of these vertices. Alright, I just hit Y and the, it is more than those. And this goes to this problem Tab out and now it's correct and I don't have any problem. Alright, so we just need to fix this even more because I use subdivision surface. There is something very important I need to fix it. Well, make some comparison between this big face and this, and this and this. When you use subdivision surface and you have something like this big face here and next to it, you have small face. The old. The algorithm will push the, the geometry to the big face. And that's will affect the balance. In this case, what you can do is you can hit Control R and add, for example, three acres right here just to fix that and bring back the pallets between these faces. The same center right here. If I tap, I have very big, huge face right here in very small one here or here. So I need to divide this and fix that and make it better. That's will increase polygon count, I know, but that's will help you to get nicer result. Kick this area for example. This is before and I will add some ages three or four and this after. You'll notice that the kidney will be better. Alright? What else we can do here? I think that's all. I will talk. Maybe I can add two edges here or one H here and take this up and checked before and after a kick. But what's haven't checked the stretch that we have here, how it goes up key twice and take this up here. Control Alt key twice, and take this right here. And maybe grab this one key twice and push this right here just to make this area tighter. And the same scene or maybe for the other side can throw our and add one edge to this area. And even for the side actually can add an edge. When you work with subdivision surface, always keeping your mind to add support edge loop. This is the law here, is how it works. Now the Hadean is better and now we can see that we have sharp edges. Now they are back and everything looks cool. And I know the video become too much long for small piece like this, but we are learning here. I know that, but I don't have another choice. I need to explain things to you. Maybe we can add another edge right here. I know maybe that'll help us to define this error even more. Or maybe I can grab these edges and just push them to each other. This just to define this area. All right. I think that's will be better. The same scenario for her or I will leave, It's from the front area. Like this. That's cool. Cool, cool, cool. I saw this sets this how to create this piece. And yeah, see you next. 15. 015 Modeling section Creating the windos border: Hello everyone and welcome back. Before I move to create anything else, I just need to make some tweaking. First tweaking right here, I noticed that I found it image here. I found that the pack rear fender border reached the Rocker right here. So I just need to move these vertices down and even maybe I can push this just a little bit inside. Alright, so it's just a small tweaking here. We can create them quickly. So let's go the front top, rob this group of vertices and the wireframe mode. And here, just make sure that you did syntaxin to select anything. We don't, for example, these vertices. Let's go back again and let's try to pick them carefully. Something like that. Alright, let's make sure that everything gets okay, great. And I will hit the key and move those inside, maybe right here first. And for this crop is vertices in the wire frame mode. Go to rights and just hit the key to this and move those right here. Tumble around and let's see what's, what else we can do here. Alright, just these vertices as well. You to this EN, take those here. And this one, I can push it like that. Or even I can make it. Yeah, you will live like this. Now we got nice result. I think maybe this one as well. I just need to move with just a little bit. That's great. By the way, you can grab the whole border and push them inside the bucket inside if you'd like to cover the body right here, and we will do that. Not right now. Or maybe we can't ignore it as well. That's all walk. Alright, one more thing here we need to tweak is the aqueous right at this sorry, this penetrating that we got here, we need to tweak it and fix the problem that we have here. Let's see how can we start doing that? Or is first thing I just need to kick is everything is as everything is okay. For example, let's say grab this, the front fender endless tap it. As I got this vertex, I will hit Shift D to copy it and right-click to leave it the same place. So now we have vertex above, vertex I will hit E to extrude this vertex all the way back right here. And now I got a new age. I will hit P as two separate us. Cool. I don't need any, sorry, the scrub the egg and less delete any modifier here. We don't need of me Roswell grill, obviously you've got to the right Top Glove is vertex and hit you. And let's put this vertex right here. Right here, okay? Something like this maybe. And a single hub is vertex as well and hits E to throw this to deserts. And from the fonts, we can grab this and move it like this to the windshield. And any penetration happen here, we need to fix it. So this will be our guide. Let's make sure that this on the edge. Alright, so that's cool. Independence ration happened here. We need to fix it and to get correct results. Alright, now let's go to the right. I just need to do something. I will look it up this vertex and hit G twice. I just count to move it right here. Or maybe right here above the end of the windshield. And grab this one initial to activate auto smooth, hit G twice and move this one and voltage with this. I've started that hotkey to activate and I've tool and make cut from here and hit a to make the cut straight down. And click another click here and hit Enter to confirm it. Now we've got this new vertex. Go to wireframe, hit G twice, and slide this vertex down here above the windshield. Keith wise and let's move this right here. Maybe Keith whites just to move this just a little bit freer. And now, Perfect. Maybe just like this. Sorry, he's wise. Hold Alt and push this forward just a little bit to be above the windshield. Less hazy. And let's see what we got so far. Alright. Has everything is okay, cool from here and the vertices still in place. Okay, now I will use this as a guide to fix any problems that I have. From here we don't have much penetration. So that's cool. I will ignore this, but here we just need to fix this area. So I will grab the door tab and go to Wireframe, grab those here and hit G to the X and push those like that. Go to Wireframe, grab those here as well. Gee, to the X and push those just a little bit like this. I don't know. What about those here? Maybe you can ignore them. Not a big issue here. So we fix the problem. Maybe we can go to the right and go to Wireframe, grab those here and hit just to move them like that. Alright, What else? Everything, it looks nice. Alright. That's great. If we have any misalignments, for example, I think we got some missile interior. I don't know. Do we maybe fender? Yeah, I just cannot from the right hit the key to this year. Maybe we can move this just a little bit right here. And from the top, maybe we got some problem. Do we key and move this here and make it peer-effects. Alright, that's cool. So let's see, create the borders fierce. And then we will create the windows. And I will use this guy that I just Creative to create the border because this guy is exactly in the correct place. Let's go to the right endless tap to the edit mode. And maybe we can, I don't know, maybe we can use insets and let's see what's, I will get it I to insert. This makes some insects like this. Alright. And from here, alright. I've started that. I will delete this interface, hits X, sorry, X F to delete it. And I will add an H right here. In the rights, I can crop this vertex, goes diagonally, Keith whites, and move it all way right here. This one as well, key twice and just slide it here. Grab this and the wireframe key twice and move this here. So now this face, we don't need it. You can hit XF and deleted. For this area can throw all are too hot air here. Club is a vertex heath wise and move this right here, this one as well. Keith wise and move this here, right? Something like this. And notice the globus face hit XF to delete it. And the other phase, we don't give them. These two faces hit X, have to delete them for no reason. If you want to leave them timber or live. As I guide, you can leave them. Alright, so and I'll week others. What else we can do here? Now I can give this a solidified. Alright, let's tap to object mode to crop this. And this makes sure that everything is okay. We got some penetration right here actually, and we can just move this a little bit, not too much to avoid that penetration. Okay? Alright, let's go to the modifier list endless, add a solid. If I, to give this a little bit of thickness. Something like this thing. 12 walk. When you will be satisfied with the result. Yes, hit can throw, end up lights. And maybe we can make some tweaking here because this vertex, this vertex to go down just a little bit key twice and take this down. Like that. I need this triangle like this. I don't need this frame tool. Go inside the windshield like that. This, that's why I move this vertex down. The same scenario from this area. Maybe I can go to wireframe and the clubs Frankie twice and just move it down just a little bit. Not too much. From here. I can sorry. Can you grab this? And he'd Keith wise and move this just a little bit down. Maybe it can it go up this with this and hit key and move this here? Key to the Z and T this time just a little bit to align them. Great. Alright, now is the time to add some beveling here. So alright. What I will do is I will go to the object mode, grab this hold Shift, grab the door on, or any object with these modifiers, and then hit Control L and link or Coby modifiers? Yes, Coby all them with the fires to this frame. Now, this frame cut all the modifiers that we need, but we didn't specify the edge that we need to give them. The little weights topic can grab, for example, this age, give it the VL weight. Those, I think everything we can give it beveled weight. I'm alright. Yeah, we should add the full-width for everything. Cool. I don't know if we have join here or not. We can check the images free like just to make sure that Do we have a join. So quite visible here. We have joint right here, I know that but the other from the top, I don't know. Alright, I think we don't have smooth, so it's connected like this. I will leave it like that. And let's check if we have N penetration. For example, here. We can move some vertices, just a little bits. And don't worry about any variation. That's okay, that's natural. From this side, do we have any problem or if everything looks perfect? Alright, that's great. One more thing here we need to do. I will look wrap this. Do you remember when I say weird, no, we don't need to apply them here and modefier because sometime we need to go back here and fix some stuff. For example, I decided just to add an H here. Maybe I can slide it just a little bit and take this one and I will live with her right here. It's not that big here. And I will grab this edge and hits E to extrude it inside. And it's S to make it flat like that. And take it back. Maybe this move with maybe right here, something like this. And I will grab this edge and delete per volt from it. Let's add zero Enter. And this one or zero Enter. I think we could do that. Alright, tab out and let's see what we got. Alright, grab this, go to edge, crop this a key twice. Maybe I can move this bag or even this one, I can move it forward. Snot and big issue key twice. Hold Alt and bring this forward just a little bit later, I can fix it to find it puts in the right position. But for now we need to plug this error because we need to create the windows here. Overwrites. Everything, looks perfect. I think we don't have much stuff here to tweak. So I will end this video and see you in the next one. 16. 016 Modeling section Creating the front side window: Hello everyone, and we'll come back here. And this video, let's see how can we create the windows, okay? And maybe we can start with the frames first. Frames, I mean, just show you the small right here, for example. We have one here as well and one in the rear side. So let's see from where we can start and how can we do that. Okay, so let's try to understand exactly what's happening here. I have this ferrous piece here. I have a level. Some, the window is not aligned with the surface where we have some distance here. And let's try to find another image, as you can see here and here as well. So let's try to create this triangle Ferris. Let's go to the right and maybe we can, Let's hit Shift a and maybe we can add plane, or maybe we can pick an H from here from the fender and maybe grab an edge. Maybe this head here. Hit Shift a deep copy it and he tried to click to leave it in the same place, hit P S to supply the toolbox. Rob this senior age and the CEO, can we work with this, this, this triangle, it goes beyond this egg. So we need to extend our AKS a little bit. So let's tab here or go to vertex club is the key twice, take this back, hold Alt, and push this forward just a little bit. Timber are listed right here. Grab this vertex Control X to dissolve it. We don't need it. And grab the two vertices, hit G to the X and books this inside. I don't know, maybe almost right here, something like this. The front vertex it should be should be near to the surface out. It can take this almost right here. Maybe we can go to the right and see what should be able to key and move this here. And let's take this right here and this area rights. He can move with just a little bit more here. That's cool. And it goes, thrombocytes, goes inside just a little bit. Maybe like this. Somebody like that. I will hit a to select the tool of vertices and hit E to the Z to X through that like that. Alright? And maybe I can call this vertex and activate auto America from here, from here. And hit G twice and slide this down until it reach this point here. Before we do with this, maybe we can move those inside just a little bit key to the next, until it gets a little bit like this. Maybe. Let's try to see. Are we correct here? Alright, should move just a little bit. Tried to find another image. Alright, so quite clear. Let's go to the right and maybe we can follow the reference image. We have no problem with that head key twice and slide this bag. For example. Grab this one key twice like this bag, hold Alt and push this forward like this. Let's Timberland. Are they lyse or to be got so far? Alright, I've told her that I will look up this vertex. He keeps wise and merge it with this one. And for this one had key twice. And move this. Maybe from the right view I can see where should I move it? Yeah, something like this right here. I can leave it. And for the fender, I will grab it and top of the edit mode. And let's see what we can do with it. Now, I will move this vertex right here close to the, to the new surface that we created. Sorry, I mean, right here. And this one, maybe I can take this out. I can actually snobbish if I want to the face, I guess Swedish to face snap and that's it. Hit the key to the X, hold Control and snap it to the space. Alright, we have some gap here. Actually All right. Maybe we can go to the front, the top. Can we see it from the top? We can a length from the top key twice and push this back. And this will rock candy crop this vertex as well and move this and the wireframe key twice. And maybe you can move this right here for now. Alright? With this I just selected, I can crop them. Select this edge, this edge. And maybe I can extrude those, hit E and extra dose just a little bit like this. We have small gap here and I think we need to fix it from the right view. Alright, I will move this vertex and align them like that. Let's start with this one and grab this one. Hit cubits less readers to vertex, hit G to the Z and hold Control and standards and key to the Wien's typed here. And this one, we can freely move a template right here. Alright, now, as you're great, That's cool. Let's go to the right view now. And let's see, grab this surface and tabs it more to go to wireframe. It can throw our to add an edge, but we can't use control are currently in this case, I will use the knife tool, hit K, and let's make our cuts. And according to the reference MAQ, we don't have the frame rate here is not so quite big. This check that images right here, as you can see, it's small. So let's try to create something close to what we have here. We have another image. This one is nice. So it's goes like that. That's right. Parts from here, it's not so quite big. So hit K to activate and I've told you can make a cut from the base. We could make it a little bit wide and from the top make it a little bit. Not all but not too much. Something like that will work and then hit Enter. Now, this new phase that we created, I will separators hits P as two separate us. And this one, I can give it a thickness. Tough terrorists and maybe I can grab these two vertices down inside heatwaves, take those up, hold Alt and put those inside just a little bit. Not too much. Okay. Alright, with this one selected, hit a select everything and then it's E to extrude this inside. Too much, something like this. That's will work for the window here. We see what we can do it that I will look rob this and maybe I can isolate the temporarily tablet. It is mortage a select everything and then hit E to extrude this just a little bit like that. And for this area is too much sharp. All right, let's go to the riots and maybe we can grab these two vertices and move them. I don't know, maybe we can move them in. Less you should be with them. With more of them like that. I will have intersection here, but that's not epic issue. I can't accept this hour. That's quite we have dark frame here underneath the window. I mean, around this. So in this case, I can select the same window. And I can hit Shift D, but not this face, this face. Take a Coby right-click to leave it in the same place, P S to separate it. And notice the club this, this new phase tablet, it would go to face a grab this face, and let's hit, it, inserts at the sensor. There's just a little bit like this. Let's check the result of the image. Well, what we need to do now, maybe from the right, a ferrous. I think that's too much insets. I will have cancels. You can solve it and do that again. Just a little bit like this first. And now I can grab this edge, this vertex here, and I can move it just a little bit like this. Alright? I can't do that. And I can, actually, I can use the knife tool to make that cut. Just hit K, activate the knife tool. And just one cut like this, you can make it, but I'm not going to make the cut right here. I will go out fairest Except of the local mode and check what we have here for us. Because I need to make the cuts tilted like this. So hit K and let's make the cut maybe starting from here and goes like that, and then hit Enter to confirm it. Well, now let's go to face. It's like to isolate it to grab this face. We don't need it XF to delete it. And these faces are it, you grab them and hit F to make them one phase. And what else we can do here? Alright? We have small care of actually here in this area. So let's try to create that curve. Club is vertex U twice in marriage, this right here, this one key twice in America there. I just need to help the bevel to work correctly because of that I moved to these edges like that. Because Cuban them like this, I will get some problem with the devil. Alright, after that, let's see. Grab these three vertices, you can hit Control Shift P to bubble. But you will get something like this. You will get a lot of vertices here and we don't need that. In this case, I will hit Alt click to select the edge loop and hits E and move this inside just a little bit. Hit a and Shift Enter, calculate the normal in case that we have any problem with the normal and the club is three pages and Bevel them from the right. Maybe can throw me. And let's give them less Amato bubbling. Something like this will work. That's what would be nice when you'll be satisfied with the rest of alt. Click here on this area to select the entire face loop, hit XF to delete it. And now we are good. Alright, that's cool. You can leave it like this if you like here we have some problem with the shading. We can fix it accurately. We can go to the knife tool and make some connection like that. And the same scenario for these vertices. We have a lot of vertices right here. Actually I will hit a and go to mean bevel weights and sweetness to zero Enter to get rid of any level weight. And now we got snow problem at all. If you want to give this a thickness, you can give it. So that's okay for me. I will leave it like this timber orderly and let's see later what we can do with it. It's like to excite and now we got this. Alright, What else we can do here? For the window? Let's hits like to isolate it. Maybe now we can give it a bevel. So let's tap into edit mode and I think we already have a bevel. I'm, I right? This type of this. And let's target this edge and give it to the whole weight to one. And this one and this one as well. All of them almost. Okay, this one here. And this edge as well. I feel like ambivalence manually to a tool if I like. Let's see invited view what I will get. It's like to excite and let's see here, I will get small gap though, but I will hit key and move it like this to kill it. All right, now we're like, great. Tap out. That's cool. I'll at least to grab the fender tabulate it's more to end. Now maybe I can move some vertices just a little bit. Alright, so key to the X and move the chest a little bit and align them. That's great. Alright, this frame I think should goes out just a little bit. I will tap to the ethmoid and grab this face and he'd key to the X and take this out. Yes, although it's make some variation between the window and this frame. I don't know, but I feel this. Yeah, that's right. We have some variation. And even for the window actually we got some line here, visible line. Well that's mean we can isolate it actually. And let's see. I think we can make a variation in the bubble. In this case, for example, I can devote some of these vertices manually. I will hit a and go here and it's reduced to zero. And I will targets these edges and befall them manually Alright, I think we can't because we will have some overlapping right here. Let's try it and let's see what people the guts I will hit can throw be to bevel. And let's add two edges. And yeah, that's right. I got some overlapping right here, as you can see. Well, in this case, let's take up these two vertices at AEM center and those here as well. Let's MS Center and less. Create, select these edges. This one here, and this one right here. Let's go here. Can throw be the bevel, something like this. Maybe. I'll rights. This is luckily, see what we got so far. All right, now I will select everything, all the edges, and I will label those as well controlled me. But just a little bit, not too much. Avoid no overlapping because I think in this area I will get some overlapping. Any, I got some overlapping, as you can see right here, I will let, can throw x0 and make another bubble, can throw me. And make sure to make the bevel without getting any overlap. How do I this nice? Alright, theoretically kid smooth and less activates harder, normal, maybe in this case, it's activated. But we didn't. Yeah, auto smooth is activated as well. Everything is cool. We don't need subdivision width normal, I think. Alright, let's see what we got. Now we have this very small line. And if we want to make this even more visible, I can grab this and hit key twice and slightly just a little bit like that. And I can hit a select all the edges here and that can be able them manually or maybe I can give them any crispy will wait. List tab outs. Maybe I can many believed the Bible itself and just make it a little bit pick something like this. May 0.3. Yeah, that's cool. Maybe I can now grab these vertices and key twice to take those down, hold Alt and move those just a little bit up right here. Alright, that's cool. Now the result is nice. Now let's see, grab this door and this door, and let's tap your hand this, go to Wireframe, grab these vertices here, cancel those here. He writes, and maybe we can move those just a little bit inside key to the X. And later on we will see how can we cut It's okay. What else we need to do here? Okay, that's cool. Now we got nice result here. Small gap we have though. I will teach kids with a YN, this just a little bit back. Alright, that's makes sense. And now we need to just to open an area like this, maybe in the door for this frame to go inside. Alright, so let's check the face orientation and let's see, do we have no problem? No, we don't have any problem. Great. Rso, this is it's see you next 17. 017 Modeling section Creating the windows middle and rear frame: Hello everyone and welcome back here. Let's create the windows. While I browsing images here, I just noticed something weird thing. Really, I didn't see that coming. Noted that the windows are not flats. They are a little bit off care of. I thought there are floods at the beginning and I created this flats and I don't know, maybe I need to change this or keep it flat and make some care of and the rubber that's holds the window on this side. Because from this view it's looks like it is flat spots from here. We can see we got a visible care of it goes like this. So yeah, let's keep this flat and maybe we can change the state or free wants, but for now, I will keep it like this. And let's see how can we create this windows? Okay, I can start with the door grabbing one age. Maybe this age, for example, has shifted the kobe it right-click, leave it in the same place. Ps separate, tab out. Grab the senior at that we have right here. Let's go to actually split this inside just a little bit. But in the edit mode, tap it a G to the x-axis, not the wire. Let's move this maybe right here for now. Okay, something like this. Because we have some frame here and this area we have to Bush. We need to create the windows here maybe because we have some H right here, or let's say distance by kick another image. For example, this one right here, we have something here, some extrusion. I touch it, it moved and I grabbed this vertex in the wireframe and had gateways and less slightly just a little bit like this. And let's put this criteria to start from here. Grab this one in the right. Keith wise, take this back, hold Alt and push this forward until you will reach for and right here. Alright, but the line goes off just a little bit. And let's see why that's happening. Do we have any problem here with alignments? Alright, from here everything is okay. Everything gets attached, but alright, maybe in this case I can crop the door and start adjusting some vertices here. You to this year. And the smooth, smooth right here. Maybe club those G to the Z. And those just a little bit. It is wrong. I call it to move them like that. But because it's very tiny, distance does not gonna cause a huge problem out. Alright, now we got this, this, grab the this anyway that we got. And let's see how much, how much we need to book it inside the car from this, from this vertex. Because if from this vertex, it's okay that distance right here. Something like this, we'll walk or even more. Maybe here. Alright, key twice, take this back, hold Alt and push this forward. Somebody like this. Okay? But from here we need to move this inside. I think let's try to find nice and make sure get the distance right here. We need to create something similar. So let's say grab this vertex, hit E to the X, and move this inside just a little bit. Maybe. Alright, here I think that's enough. Something like this. Hits a select the two vertices and hit E to the Z and extrude this sits right up back at that. And now what we can do is we can hit E to the X and move this inside just a little bit. Alright, something like that. Maybe. The less you with we got here. Alright. The distance here, I just need to check it. I don't know if I can find nice image. But it's a very small, it's about two centimeter maybe. I just need to make sure that I got the right distance. I don't know if feel that this distance is very small. Two or 3 cm, something like this. That's been, I can maybe push this just a little bit even more key to the eggs. Not too much or something like that. All right, That's cool. Let's to grab this frame. Let's tap to the Edit mode. Lets say Club this vertex and let's go to the right. They just need to kick something. I don't like to leave these vertices, vertex underneath vertex, so I will align them together like this. In this case, I will hit Z to go to wireframe key twice and take this up and align that like that. The same scenario. Let's do it for this vertex right here. Heat wise and push this up in a line like this. But I think we just moved in the wrong way. Heatwaves and push this up. And let's go to the right now. And now they are light almost acute wise. Take this up, hold Alt and pushes forward and manually hit key. And let's move this just a little bit like this. Alright, what about this vertex right here? So gravity and less move, more with men were like that. Okay? This one sits key twice. Let's move with like this. Alright, now after that, I will look rub this vertex. This vertex maybe as well. Let's start with those first hidden, get with the eggs and move this insight for now. Okay, something like this I got. And let her we can tweak it. We need to do anything. Alright, let's see what else we can do here. Alright, now let's tap out and listed grab this and let's check that this that we have here. Actually, I'm not so quite happy to this result. I don't like is the distance that I got here. It's too much as compared to the what I have here in the image. Just small, not that much from here. That's where is this too much? But from the top, that's a little bit less. The try to find another image maybe. Let's see to identify that mistake. Alright, in this case, I will agree with this and maybe I guess need to take this back and I guess need to see what's the difference key to the X and take this back. I have two options. Maybe I can grab the two vertices that I have here and move them back. Yes, a little bit to the X. Like this. I think I can accept this result. But I will get some problem right here. It will be very close at this area. I can scrub one vertex and move it to the X. Maybe that's can help me to fix the problem. But I will twist the face of I do this. I will have some twisting. And I don't need to do this. Alright, let's start creating these frames. So let's go to the right and fairest list. Other one, H right here in the middle. Okay, we can go to the wireframe to put this in the correct position, maybe right here. Something like this. And let's move this down key twice and slide this here. Alright? And I will, maybe I can move this and put this right here. Or yeah, I guess T2 slightly just a little bit and align it. So grab this and this endless smooth than just a little bit. Let's take this down key twice and move this right here. And this one as well as property and it's heatwaves. And let's take this down. Align this with a frame. Hold Alt and move this up. Keith wise man, and move this right here. Right? That's great. Now we got this result. Now let's make the cuts. Let's go to right. And I just turned off the images. And let's make a cut here. The first list tried to find another image. Something like this we need to make. So I will use the knife tool and eyeball it. Okay. It K and make cuts maybe from here, something like this. I think that's close. Confirm with and let's go back. Let's see the difference. Yeah, It's makes sense. I will accept this Go to face a club this phase, sorry. And then it appears to separate this. Now let's equate the next one. Let's go to right top. And let's try to find nice me. Alright. I think it's similar to the reference me. Okay? The CO2 we have here. Anyway, something close to what we have here. So I will activate then I've told it K and make cuts. Goes from here and ends here, for example. And hit Enter to confirm it. Maybe I just forget to activate the screencasts key. This right here. Maybe here. And hit key to activate the knife tool again. And let's make cuts. It goes like that. It's Enter to confirm it. And let's check that we made the right thing or not. We have one image here. Something close. Yeah, that's right. From the top. Should be narrow and from the base a little bit wide. And we did that already. Let's go to solid, grab this face. I can hit P S to separate it. Maybe that's can make the process easier for me. And now I just need to work with the care of I just need to give them a little bit off care of. I will touch it. It's going with the antigravity, its vertices and maybe I can book them inside key to the X and move those just a little bit like this. And hit Control R to add an edge or two H like that and take those out. Maybe let's take those two out ferrous due to the X. And will those just a little bit like this? Now we've covered those key to the X and move those just a little bit like this. And then we got small care of and that's care of that we are too much. All right, cool. I will top and the club these two pieces and hit H to hide them. For now, let's tablet mode for this and let's see what else we can do. Alright, I will hit a and open the atom and take this to zero. We don't need any. The voice for now. With this one is to elect their will hit E to extrude this, and that will cancel the X. We can right-click and hit heat and move the extrusion in the direction that I want, for example, right here. Okay? Alright, What else we can do here? Let's select all the edges. I can hit Select to isolate it. All the necessary ages of those. And those here. Those here as well, and increase payable way to one. And I think this area could be a little bit smoother. So in the bevel, I can just increase. The buffer link gets a little bit, not too much. Something like this. And I will support the edge loop. It can throw our, and I will add a here, can throw our a here. And the idea, I just need to support it to add subdivision surface because this area is carry the best solution is using subdivision surface maybe here can add to as great. Tub out now and let's turn off white, normal or deleted. Let's add subdivision surface. And this are two segments in the viewport. And now it's become smooth and weak. Scott, a little bit of care and that's what we need, actually, just a small curve here. 18. 018 Modeling section Creating the windows with ShrinkWrap modefier help: Hello everyone is, we'll come back here. This is create the windows. First, first-last activate the screencasts. Let's move this right here. Maybe I can change the color to white. And the closest. Alright. I need to create a window right here and one right here. And because we have a care of we added a cure small cube here. We need to get the same care for this window, this window, and for this frame as well. So if we need to get correct results, we can Coby the same face or that we created here and extend the face to the side and this tight and use it as a guide to get the same band. Or I will grab this and top to the edit mode and go to face. Let's select these phases. Maybe shift to D, take a copy right-click, and then peers to separate this new face. Select the senior face hits like to go to the local mode, isolate the timing. And tablet mode, hit a, open the panel, go to ITM and zero out the devil, wait, we don't need any pebble weight. Go to H, club is edge, this edge Control X to dissolve them. Turn off subdivision surface for now we don't need the political to the, to the right. Hit K to activate. Then I've taught and less picker cut goes from here. K from the corner up eight to activate the angular snap and to get sits right cut like this. Another I click here and then Enter, hit K, start from here. And then hit a to make the castrati and confirm it like this. Go to face the crop is three phases. Can throw. I invert the selection, hit XF. And now we just ended with these traits here. So I will move these edges to the site and those to the side, but I just need to align some vertices with each other. Okay, so let's go to vertex. This vertex hit gateways and slide it. Hit Alt to move this up and throw to stop it here to snap this vertex to this vertex right here. But activates vertex snap as very important. Key twice, hold Alt and then control and status. Clubbers skew twice, hold Alt Control, snap this key twice. Alt Control, snap this same scenario here with you twice. Or it can throw somebody's. Alright, now we got this. Sits right faces. All right, Now what we can do, we can just extend those up just a little bit. Key twice those here. Keith wise, we get those down. Alright, now let's hits like to grab the side key twice. Hold Alt, move those to this side. Key twice over those to that site, like this. And when you'll be satisfied, activate subdivision service, but we just need to add support. A loop can throw off. Let's add one here. And can throw out to add one right here and one here maybe. And from here can throw off. And I'd one here. We created this phase, just a guide and we will delete it later. Maybe a can add some edges like this just to make the segments even. The subdivision surface. I mean, you can ignore this, feel like I will tap out and I got this nice care. Alright? Now what I can do is, for example, I will give you an example to understand what's the purpose of those two faces. Okay? I will use ShrinkWrap to ShrinkWrap surface on this guide. For example, I have this frame right here. This frame is right and have no care of. I will go to the edit mode, for example, I just, how does couple of acres right here? I will delete those here. You can throw legs. And now it's flats. I will add some edges right here. Control R, like this maybe, and confirm them is still A-flat. Okay? Tab. Go to them with the fire ShrinkWrap modefier. Use the eyedropper. So we added the ShrinkWrap one, The frame. Alright. Use eyedropper and pick the guide. Check before and after what's happened? See how this flat surface get the band from this guy. Alright, so this idea, and if you subdivide this even more, you will get better results. All right, now everything is okay. Let's complete the Creating the details. We start with a frame that we have here. Shrinkwrap modefier, did the job. So I will hit Control a to apply. I don't think that anymore now I can hit Select to isolate this alone. And I will tap to the edit mode. I will extrude this hit E heterocyclic and hit key to move the extrusion to another direction. This direction. Okay. And yeah, that's cool. Now let's give it a double. So I will tap out, go to them and modefier add Bevel modifier and leave the limit method to angle. Let's add point to maybe, maybe two segment or three. And let's activate harder normal to get better shading here. And there we go. Now we got nice results. If you like, you can add subdivision surface if you want to make this even more smooth. But for me this is nice. I ordered slice to excite. And what else we need to do here? We need to bring back the windows or is this is the guide? And let's hide timber early. And let's go to the Culkin here. I just turned off one of these. Yeah, this one right here. We can call this to window, but I just need to make sure that yeah, that's correct. Can cut Kingston M2. Hit enter. Now we need to shrink crop this on the guide on this. But before we do that, I just need to subdivide this. I will tap. Let's hide this first, the guide. And I will hit Control R to add a couple of ages. Feel free to add how many years here? For example, for me, I will add maybe five. Maybe I can divide this as well. And the same scenario here, maybe we cannot 56 and sub-divide the side. This side with one or two, something like this. Okay, now I can ShrinkWrap this on the guide. So top out at ShrinkWrap modefier to this. By the way, I delete everything. I just kept the mirror modifier teamwork to mirror it on the other side. Anyway, let's add ShrinkWrap modefier. And now let's pick our guide. Activated and picket like this. And there we go. Now we made the windows, take the hip of the guides. Now I can hide the guide. And this is the result that we got here. When you'll be satisfied, Let's check is everything is okay here. Cool. Now you can apply the ShrinkWrap modefier if you like. I will isolate those. I just need to see the results from the front. What we got so far. Okay. Everything looks nice. Okay. By the way, just need to tell you something here. If you will need to manipulate the result of clinical Updike died. For example, a club vertex. And when you will move the vertex, the windows will follow it. As you can see here. If I grab those here, the windows following the guide, It's will be affected by the guide. Me. Here we have the ability to move the guide and the windows will follow it to fix any problem here. But for me I will accept this result. We got a big gap here in this area, but they will fix to this letter. I'm thinking of moving the the guy just a little bit like this. But I will leave it like that. I'm not going to play with it. So I will hide this, the guide and go to the windows and apply the ShrinkWrap modefier. We don't need it anymore. And hits like to work with the windows, tab. It a, and then hit E to extrude this just a little bit, not too much. You can specify the distance here. And let's add maybe -0.4, enter something like this. Hit a shift and to recalculate the normal, to fix the normal. And now we got this result. After that, I can give this level. So let's add Bevel modifier. In this add 0.2. That's too much, 0.1. That's cool. Or even less, maybe 05, something less and less. To sing with all three segments here. And activate harder normal. We got nice result but some edges, the density affected by the bubble. Alright, that's cool from here, but from this angle, we didn't get the Vl here. So in this case, I can reduce the angle of the Bible to target this. I will add, for example, ten. And now I beveled to this. I made the angle smaller than the angle that I have here. Because of that. Now I can't I targeted this area. This chick, Is there any problem? Everything looks fine, but I notice that I have some weird shadow happening right here. I need to avoid it. So I think this shadow is not a problem with the surface. Right? So hits like to excite. That's cool. And let's see what we, what we need to do here. Let's go to the right and let's tabulate edit mode. Let's see, do we have any gap here? We have a small gap here. This area. That's okay. It's not a huge problem. So I will keep it from here. All right, Everything is okay. But I think we need to correct the normal for this piece. Let's make sure and yeah, we need to flip the top, hit a shift N and grades. Let's see Now what else we can do here. Alright, here we just need to do something in this area. We need to fix the care that we have here. This top of it at it's more dense. Let's move some vertices. Let's take a lot of those to hit G to the X and move those inside almost right here. Key to the X. And push those here. Maybe somebody like this. And the same scenario for this side as well. Key to the X and move those here. Alright, so I think I will take those up key twice and pick those up just a little bit, right here. Alright. Okay, now we can add edges here. Just to control this more. All you can do something else. Let's add, for example, some ages, ten, maybe ten cuts here to make the smooth. And what I will do is just going to teach you something nice here. Let's go from inside here, and let's tap it edit mode. And I will grab these vertices that we have here on this side. Selecting these faces means I selected all of these vertices on the site, okay? And what I will do is I will go to the Object Data Properties and I will add these vertices. You can go to vertex mode, hit number one. By the way. As you can see, I just selected these vertices on this side, just the side. Note this side. Okay? And I will add those here and the vertex group. And by the way, this tip, you can ignore it. It's not a big deal. Okay? You can ignore it and everything will work correctly. But for me, I just needed to teach you something here. Okay, after that, now we got this vertices added to the vertex group. You can change the name, for example, any name. Alright? I just can, I call them a, a, for example, there's no problem to call them like this. And now we done here. Cool. Now let's go to our guide. They shrink and let's activate it. And I will add ShrinkWrap modefier to the frame, but I have here is still selected. So let's go through the modifier and shrink wrap modifier. Or is it This one right here. And turn off bubble for now, we don't think any bubbling here. Alright, so now I will ShrinkWrap the frame on the guide. Let's go out. Let's see what I will get. I will hide the windows for now. Just to crop them, hit H to hide them. And let's grab the the frame here. And we have ShrinkWrap modefier. I will pick the guide. And as you can see, everything is shrinked on the, on the guide, the two sides, the outer side and in our side. In this case, what we need to do is we need to tell the ShrinkWrap modefier, but you need to shrink just the vertex, the group that we did right here. Chaos the vertices that we picked recently. So let's go back to them with a firearm, go to vertex group and add the group AAA that we just created. Now as you can see, that the vertices on this side, just these vertices shrink, wrap on the surface or on the guide. I've noticed silly. This is to live again, it's like to isolate it and let's see the result here. Alright, we got a problem though. I just forgot something here. When I assign the vertices. Let's go to this mode. When I added the vertices, I didn't hit assigned. That's really important when you choose the vertices here. When you create the group, you need to hit assigned to assign those. So I will assign those. And now immediately it's worked tab out. And let's go to pack here. And now this side ShrinkWrap on the guide, just the side here. And that's something powerful by the way. Now if I hit slice to excite, I got nice care of here in this area. Very cool. For the devil. I need the bevel to be underneath the ShrinkWrap modefier activated. You can activate it and everything will be great. Maybe they can increase the bubble amount here to maybe 0.15 to make this a little bit bigger. And let's say grab the guide and hide it. We don't need it for now. Now we got nice care. We can move these red vertices, men will, but that's take time. This method is faster. All right, That's great. Let's bring bag though window. All right. Cool, very cool. Alright, I will end this video and see you in. The next one. Will buy 19. 019 Modeling section completing the roof: Hello from wherever come back. Lists can be the roof. And let's start with the frame. We need to add a new frame here, connecting, connecting the side with the site like this. So let's do this. The same thing we have it right here, the syllabus and it's tough to that point, it can throw out. And let's add one H almost right here. And I think we forget to keep this level weights. So let's hit N endless. Move this to one and this one as well. Alright. I can always go to face to grab this face. Hit E to throw this right-click and key to move the new Coby and the data that we want. Scale this to the x-axis Zero Enter to make the face flat XF to delete this face, we don't think that grab these four edges is zero out the bevel, we don't need bevel here, but we need the voltage for this. We need to add Bevel here and here as well, club those, give them paraboloid like that. Even this age, it's no problem to give it a bubble. Okay, now we've got these four vertices. Hit G and move this to the middle, right here and there we go. Now we can create another glass that we have here. And let's see how can we do this. We can actually crop this face here. Shift to the kobe, right-click to live it and assemblies, PS to separate it from the group. And we don't need any of these modefier. Alright, here we just maybe need bubble. There's deleted the current crop and all of this stuff here. And keep the mirror top. Grab this vertex with its vertex as to the to make the this edge aligned to the x-axis Zero Enter G and move this to them at all. This EKG right here. We don't need to give it a bubble zero right here. And hits a select everything and hit E to extrude this. Maybe from the right. We can understand that's even better. He kid twice. Alright, hit Alt to move this new face up. Something like this maybe. And now I can go to vertex cover is vertex, these two vertices, because I'm in the wireframe that can move this right here. And this one that can move it right here is something like this. Maybe hands for the side, the CO2 we can do for this side. Alright, I think we need to move it just a little bit. Grab these vertices here again, let's move those right here. Alright, so let's see, grab those, hit G and G twice, and this is bookstores like that. Crop them again, it can move. There was homeless right here. Alright. How about this, you it, we got so far. One more thing here. We need to, we need to go to the ethmoid and from the top grab these vertices, all of them. And just move them a little bit here and move them like this. Let's see another perspective. What we got. Maybe we need to move those to the x-axis again like that. And say grab this edge that we have here. And he keeps wise and just take it back like that. Alright, it's like to isolate this because we need to target these ages. By the way, I just make a small tilt here like this. Become like this, towards like this. I just move this cylinder sake, and let's keep this bevel away to one and that one as well. Bubble boy, one. And let's hit Select to use it. And let's make some comparison between two window, windows here. And everything looks nice. Maybe I just need to move some vertices here even more. Alright. We can move those key to the Zen Buddhist just a little bit more like that. And Tavares elicit from inside what we got so far as everything is okay. Let's check this area as well. Alright man, will it, I will grab this top and the garbage vertex key twice. Hit Alt and move this just a little bit. Maybe even more. Sorry Due to the sets, take it down key twice a day, the spike hit Alt, move this forward. And yeah, now it's crates. Crates. Now we got in the correct place. By the way, you don't need to be precise like me, but I like to walk like this. Alright, so we finished with this one. Let's see what else we can do here. Let's check the images. I, let's see what's the next step that we could do. Right? We have here like frame. I think. I don't know, maybe this I don't know if there's some difference between what we have here and this image as well. Let's check the other images. Yeah, it looks like that we have black frame, this Elon Musk standing on the car here. I'll write this. See how can we do this? Alright, start from here. This black frame start from here, and it's almost right here. So let's see. Alright, yeah, we can create something like that. We have the room. I mean, we can created Starting from here and ended right here and other frame here and this area. Okay, let's do that. And I will create like this vehicle, the same scene or that we have here. Okay, Let's see. Do we have an image from the top? Alright, this image is nice. Alright, let's go to top number seven. Let's move. This image is right here for now. And I will not count too much on the reference image. Let's see what's the correct way. Because in the reference image, the area here is still much, I think that's too thick. Let's see what we can do here. Alright, first thing, let's maybe we can start with this one. Take a Coby from it, or maybe we can count on this. We can talk to it as much for example. And select maybe this edge. Okay, and hits. He took us through this S to the X and make this flat when you complete your syllabus interface because it's wrong to extrude like this. We extrude from this egg. That's wrong to leave it like that, I will hit P S to separate this glob, this new Coby tab, and go to the mirror modifier or just activated clipping. Because I just need to move these vertices on this side. And I need them to snap to the center, grab this eight here, zero out the devil, wait for this and grab this key twice and less. Take this back almost maybe right here, something like this. Or even maybe I can hit key twice and hit Alt and move those to the end here. Again. We have any mistake here. Alright, from the top maybe that's, that's will be better. Gateways hit Alt, move those forward. Something like this. You go to the right, go to vertices. Move this up, key to the Z. Let's prove this right here. Maybe forward to twice Alt. Move those here. Great. Alright, so that's cool. Let's hit Control R to add one egg here. Something like this. And I will move this vertex and align it with this one. Activate vertex snap, hit Keith whites slide it, hit Alt, and then control and snap this to that one. There we go. Let's go to top. And alright, It just seems like the idea, I don't have another choice. I should get something like this. Maybe I can move this just a little bit like that. That will accept this result. It can throw our and let's add another edge right here. Alright, to create the frame that we have here in this area. And this face that we have here, we don't need us. We can delete it. Oh, I can extrude it down. Hit E, and right-click to cancel the extrusion and manually move it down key to this ENT the stone as to the Z zero and throw it to make this face FlatClub, this XF We don't think that's and let's see why should we move those? Alright. Okay. We need to move those almost above this edge, about here, just ten centimeter from this edge, maybe you to the Z. And manually, let's move this here. Alright, thank you to this. He gets a little bit here. And we need to grab this vertex right here and move it inside like that. Okay? Something like this. Or I don't know, maybe even this one we need to move with should be like this. But if we do that, we will not have a room for the tire, I think. Alright. I think we have here a cuts. So this correct to take it down like that. And I've told you that we need to cut this area like this as we have right here. Alright, so let's keep it like that. And I don't know if this error that we have here is NF2 to add the tire, because I think that we will get some intersection here and this place. I'm also quite sure accurately. Okay, Let's tab out and that we gave this auto smooth. Er, we have auto smooth but because some problem with the with the heading, Let's turn off void normal timber only. By just need to understand what we need to do here and let's check another image. We don't need to rush. Just need to see. All right, we have an angle here or this header. I think this is shadow. Okay, I just need to understand what's going on here in this area. Seems like we don't have much information about the body. I have the option. I can cancel it by the way, I can ignore all of that and just other cup here and that's That's option is walking by the way. But I'm just a little bit curious. I just need to see what's going on there inside. I went to Internet searching new images and I find this, I found this image right here. From this MAQ can tell that it is very close to the tire. It's almost touching the tire. So what we did here is correct, actually, we got the same almost the same distance, but the tire could be thinner if we want to. The correct result. So let's go with that. Let's company. It's what we have here I listed like this, tap two more to endlessly grab these two vertices, go to the side. Alright? And the wireframe, I can select them key twice and take those inside. And I think we need to book these vertices even more. Just need to be sure. Let's try to find an image. As you can see, we have diagonal line. So these vertices a little bit and so it gives wise and those things like that. And for these vertices, the same scenario, Keith wise and move those inside like this. Let's go to the TBI lists you to be got their key twice. And let's move this bar right here to get the same result. Okay, last looks nice. I'll get something like this. What else we need to do here? We need to make some adjustments here, can throw off to add one H here, something like this. Let's try to find another image. This image is okay, that's nice. Alright. Okay, For the bug window here or this edge, I think it's aligned with this. I'm not so quite sure, but I think so. Let's add another a here and slip it right here, Timperley. Let's go to wireframe. I just need to see. And maybe we can take this down just a little bit. Keith wise and take this down maybe right here. And now let's take a look and see what because so far, alright, so this distance maybe we can create the back window. I don't know, I feel that visit this distance is okay. So quite sure. Alright, let's leave it like that. And let's go back here and let's grab these vertices. Maybe we need to add another edge goes here in this area and the crop this face. And he'd hit with a white and put this inside just a little bit. The same what we have here. Okay, that's cool. All right, for this vertex here, that should goes up key twice, hit Alt and can throw and stop this right here. Because it should go. Such rights to be and I guess needs to kick the black arrow right here, the end of it. So where should we go? I think we have image right here can show us. So it is not end like a triangle here. Alright? Its ends like this. And it will be covered. I thought it will be end like that. But it's not. Alright, so what we have here as, as correct. And maybe we can even take those down to the Z and move those just a little bit. Okay, great. All right, let's see what else we can do here. I found this image right here. And we have something right here at tied to this area. And maybe we can three easy, just use knife to cut like that and hit Enter and that's it. Alright, now let's go to these faces, this Sullivan. And let's hit P, S to separate those. And let's work with this one. Alright, let's select this face and this face and the separate GPS. Alright, because here we have some stuff to create and this area and this one as well. Let's select this, the, the base here and it PS two separate as well. And now we have this piece and this one, and this one, and this one as well. Alright, we have a lot of details here we need to take care of. And maybe we can now start with the back window, right, or the rear window, but not in this video and the next video. So I will end this video and see you next. 20. 020 Modeling section Starting with rear side of the truck: Hello everyone and welcome back. Before I start creating anything and model, I think I just need to hide the images. Images as you can see now we can see them in the perspective. And I just need to see them in the orthographic because it just annoying me. So I will open the image folder and grab all of these images from here and go to the image properties here we have an openness CalPERS. That's mean you can see them in the perspective. I will hit Alt and click this. Hit Alt because if I don't, I will, I will deactivate this option just for the active one. So make those selectable. Select those again, like that. Hit Alt and click. And now we can't see them into perspective. But if we go to the orthographic, for example, if we go to the front left, right top, we can see the images. Even if I toggle this on and off orthographic, we can see them because now the scene is more clean. Okay, let's go back here and let's see. What we need to do. The rest of that I got is actually it's not correct. I checked the images and I found what I have here is not correct, so we need to rectify that. Let's go back to the images and less. How can we fix this? Alright, fierce has tried to find an image from bag. Okay. Alright, The problem with I got, I got some twists to this face. And I don't need any twist. So let's grab this first tab, stateless mode, and grab these vertices and the wireframe. And maybe we need to move those forward just a little bit like that. And It's will be a little bit difficult to us because we added edges right here. So maybe I can delete these vertices are HIP added for now, just turn broadly. So in this case I will mark those. It can throw EK to merge them. I just need to activate the screencasts. I guess forget that. Let's add number one here. And let's move this right here at the end. Close this prejudice right here. Alright, so Control J to marriage tab hit a and hit M to open the menu and marriage by distance. So I just smear it all of these vertices. Now it's will be a little bit easier for me to control it. And select these vertices. Okay, So let's see it from where we can start. Let's move those first hit here and move those forward. Or something like this glove, this one as well, key and move those here. Alright. Okay, we still have some a twist here, as you can see. In this case, maybe we can grab this vertex and take this bag. So grab those here, hit key and move those back. Maybe it right here. And I just need to make some, I need to make these vertices goes like that. The easiest way is to hit K and make a cut from here to here and then hit Enter and go to face at number three, grabbed these faces, hit X to delete them, and there we go. But I just need to make sure that I don't have any kind of twist here. Alright? And the same time we need to check the distance here. That distance, It's a little bit small. For me, it's too much big. Alright. I think that's because we got a cut here on this area. If I search for another and make the seed, we have another image here. I wish that we can find something useful here. Alright, this is very nice. As you can see here we have, oops, what I got here. As you can see here. Sorry, where's the pain? We have a triangle right here if you noticed. Okay, so this tried to create something like that, and it should be easy. We created this and we just need to extend it. Okay, I will delete it. Actually hit Control X in the starting new one, just hit K and make cuts, maybe like this. Somebody like that and hit Enter. And then we're gonna, we got it. After that. We need to make the surface goes like that. Something like this. And let's see how can we achieve this. Maybe I can grab these edges, had can throw likes to dissolve them in the club is manually entity and move this. And this will help me to achieve almost what I need to do, but I just need to make sure that I have no twist here. And the face. Hit the key to the X or Y. And we'll the holders just a little bit. Alright. Okay, something like this. I think it works Alright, now let's select these edges like this, and we need to fill this area with a face. The easiest way to achieve this, I will link Rob is vertex hit E to extrude it and snap it here through this area. And select now the four vertices and just hit F to create a big face. And there we go. Alright, now let's kick this phase from a specific angle, maybe from here. Alright, it's flat. We don't have any, any, any twist here. You may ask what I mean, twist twist them like this. I don't need the face to be twisted like that. Let's hit Control Z. And now we got this. Alright, I will accept this result. It's okay and it's nice. What else we need to do here? Let's check this area. Let's see how can we create this, the bag window here. I will go to this area, or maybe I can start with the frame. I just can crop those, hit P as two, separate them and give this a little bit of thickness. So tub hit a and it's E to extrude this down. E and take this down just a little bit, maybe like this. And what else? We have any penetration here? Yeah, we got, we just need to move those here. So let's the glove is vertex. Go to the side here. This vertex, this vertex and up from the top. Go to top. I can move these vertices to this eduction. Alright, so hit the key twice. Those insights just a little bit fairly see what we got in the perspective. Alright, so with a solid, all right, Now we got this diagonal results. But I will hit Slack to isolate this. It's better. Just need to make sure that everything is okay. Yeah, that's cool. Maybe I can grab this vertex and this vertex and push those insights you twice and move those gears a little bit like that. It's like to see what the results. Alright, that's cool. And what about these vertices? Let's leave those like last for now. And let's go to edges. Let's select the edges that we need, the club those here and give those mean bevel weight. So let's open the mean. You'll go to him and put first one to target these agents to give them a bubble and this one as well. And those here, alt click, grab all of these edges, level one, and you can actually leak targets, almost all the edges. Yeah, let's target to everything and let's add the void to one. Just ignore those here. Jessica, those. And we don't need any bevel here in this area. Because at this point we have the mirror modifier working here. Okay. His yes, let's excite and let's see. What we got so far is everything is okay. We just need maybe to activate weight normal. Okay. I got some weird healing here. I don't know why. Let's try to figure out maybe we need to flip the phase. Yeah, that's right, That's right. Tab hit a shift and there we go. Now the heading is working correctly. Hits like to excite and visible Greek gods. Now let's try to, let's check the, the two faces here. I think it is. Alright, let's check out from this angle. Is everything looks nice here. And even from this angle, alright, Very cool, Very nice. That's cool. Very cool. Right? Nice that we have any problem right here. Okay, everything looks nice for this frame. Now let's start with this tab and maybe we can club this and this end. Detach them. Okay, Let's detach those here. It's PS. And let's work with that. I will tell you this one as well. Ps and less creates what we have here. Alright, let's see how can we do that. This topic wanted can throw, sorry, antibiotic obviously want a loan touch. It is more control our list add H almost right here. And other can throw our and let's add the egg here. You can throw are less adage almost here, and that's it. Now, I will grab those vertices, hit here and move those just like that. And maybe those books, those back, maybe right here. And yeah, that's it. Grab this face XF to delete it. And let's give this a thickness, hits a and E and books this inside. Something like this. And now Grab this edge right here and this one right here, and give them a beveled Control V to Buffalo. Say let's add, let's give them nice amateur beveling and keep them edges. To be smooth like that. Hit a, select all the phases and then heft and to recalculate the normal in case we have any problem with the normal hit slash to isolate this, to work with this one alone, grab this H alone in control X to dissolve it is not necessary to leave it. And this one as well, this one can throw likes. This one can throw X to dissolve them. Now we got this result. Alright. Okay, Okay. Now maybe we can give them other volts. So let's go to edge, hold, click, Alt, Shift to click here. Okay? And those here as well. All you have to click. And those here, this area. Okay? Alright, if you want to be able those manually, you can do that already. If you want to target them with the bevel modifier as will work as well. Alright, so let's give those civil weight one, and let's select those here. Alright, and I think I will give those another amount of the volume control or less. The select them all ferrous, just these edges. And let's give those maybe 0.5 the VL Ahmad, Let's talk about LSC there result. Alright, we got nice result, but I will increase the amount 2.2 My or maybe 0.3. Just make this area a little bit smarter. And these edges will not take that amount of the bevel, the same here. Why? Because we didn't give them enough bevel weight. Alright. Here we gave it all points, 1.5 maybe. I'm alright. Yeah, oh, 0.5, 0.5 bevel weight and this one, this one, we gave it a civil way to one. Because of that, we got a variation here. Alright, so that's cool. Acually, very nice. It's like to excite. And now we got this, we got, got these jagged edges here. It's very easy to fix. Maybe we just need to activate weight normal and that's it. What else we need to do here? Okay, Let's go to the images and let's see what we need to do here. I think we need to give this just a little bit of thickness. Isolate this, alright, and go to top touch with edit mode. Hit a select all the vertices, sorry. Hit a and hit Z, sorry, and the Grob, this side of vertices. And let's make sure that we grabbed the right vertices, that's right. And move those to this that I can okay? Hit G to the why and give those just a little bit of thickness like that. Makes sure to turn off automatic because sometimes automatic miracles vertices and causes some problem. Tab out and as it is Z excite. Alright, What else we can do here? We can grab this window, tap the edit mode, and we can grab, for example, these edges. For example, let's select this one. Hold can throw a crop this, and hold can throw the club list to select the entire HE loop. Hit Shift D, take a Coby, right-click, leave it in the same place and JMP to separate this out. Okay, let's take this out. Now. Top outs, select a new egg that we got. This one immune. Tabulate this mode for this hit a, hit, hit F to create a big face here, and now extrude it to give it a thickness. So hit E and give it a thickness like that. After that, put this inside, casts a little bit the key to the way and move this something like that. Alright, heated away. Move us forward just a little bit. Alright. And now we got the window here. That's great. Alright, What else we could do here? Let's go back to the images. Let's see what else we can do here. I tried to find the clear image. I don't know what's exactly happening here. Maybe we have some open area just for the for the cap to be closed and open or not. So let's try to find another image. If I have, oh, maybe this one here. Alright, I will create this in the next video. But before I end this video, I just forget to The black border to the window. So grab the window, hit slash, isolate the tablet mode. Let's, let's make the thickness a little bit less, twice and move this, sorry. Let's go to the top. Don't slide the vertices in G and move those back. Something like this for a walk. And by the way, I just need to check the Bible because the bevel, I'm all just very big. 0.1. Yeah, This add 0.1. Anyway, crop this phase shift D, they are Coby right-click to leave it in the same place and then P as two separate us. How to crop this interface tab and hit a and then hit I to insert. Let's insert those just a little bit. What made sure not to answer those too much because you will get some overlapping here, as you can see, we got some overlapping here in this area. Alright, when you do that, it's X F to delete this face. And for the overlap area, maybe I can grab these vertices here and I can go to smooth. And just smooth this area. I don't know if that's alright. I will select just those here. And the smooth, this eric is a little bit. Alright, so now we got this, but this is not correct. We can go to front area and go to wireframe and manually we can move those and put those in the correct position, something like this. Right? Now let's see what we got so far. The select all the vertices and let's try to smooth those out. Alright, in this case we got nice or than we can activate will help us I think, with the situation. So let's go to Edit haylage, go to Preferences, let's go to Add-ons. I can endless activates loop L to L double 0 P loop tool. Activated from here, and go to the burger icon and save preferences and excite. Okay, so we just activated this tool. If you go to the edit mode and hit right-click, you'll find the loop tool menu right here and here we have bunch of option here. Alright, so I will hit Control Z just to cancel that. And they will smooth this just a little bit, not too much. To give some space here. After that, I will hit right-click and go to Loop tool and choose space to space out the distance and make the distance even between these vertices like that. Alright? But that's not quite correct because we need to boil this vertex and the correct place key twice. And let's move this right here. I mean, making the distance here similar to the distance here. Maybe even more acute twice and move this just a little bit up. Now, grab all of these right-click space. We get spaced out these vertices. Right-click and let's try to use relaxed to relax them. Again, relax and you can hit Shift R couple times if you want to relax those even more. Just hold Shift R. And now we just relaxed this here and now we got another results. So this trick is very nice. What else we need to do here? Alright, cool. You can control this if you don't. Even more, by the way, if you'd like, like grabbing this age and push this right here and this one as well. It can push this right here and the crop all of these vertices right-click. And let's move this here, right-click and space. And after that right-click, relaxed and hit Shift R to repeat the operation. And now we got this. Alright, so I will accept this. It's very nice. Okay, here we need to make a cut to fix this edge. It's wrong. So we don't need any face right here. So hit K to activate. And I've told me cut from here to here and enter. The club is vertex key twice. Hold, Alt and control and snobbish here, activate vertex snap. Don't forget that. The same scenario here at the K make cuts from here to here. Hit Enter, grab this key twice. Slide is hit Alt Control and status here. When you complete, grabs a glove this age and let's hit Control X. If you hit Control X, you will ruin the hay, but we don't need to hit Control X. We need to hit X to open the Delete Menu. And queues limit dissolve to delete this edge and keep this vertex right here. That's very important. When a company the club is face it, XF to delete it. And now we are good to go hit a and clean any bevel weight. We don't need edible weight. And that's it. I will leave it like this for now and later. Maybe I can give this a thickness if I like. Alright. And hits like to excite. And now we got this frame. Okay, so, yeah, that's will do it for this video and see you in the next one. 21. 021 Modeling secton Adding some details to the rear side of the truck: Hello everyone and welcome back. Let's see what else we can do here. Let's bring the images and let's see what we have here in the rear side. Okay, we can make, we can pick this either so much. Alright, fair restless syllabus and let's tabulate this motor. And I just need to take these practices may be down just a little bit because I have some overlapping or maybe I can extrude them. Let's see. Yeah, I will take those down key twice. Enslaved was right here, something like this. Not too much. Hand for this side may be men will I can crop this and move this down key twice and take this. Something like this. Maybe you're right here. And what else we need to do here? Okay, let's try to find clear image. Right? I will hit Control R to add one H here. And bevel this age can be the fall of two to something like this. And now I will select this face and hit E and extrude this inside like that. And hits like to isolate this. And maybe I can grab this edge and hit E and morphous like this. Because truth inside. And maybe we can select this face and that will apply there. This one end. That's probably be we can delete them. Okay. I don't know. Maybe we can leave them or delete them. It was really them and see what we will get XF. It's like to exactly, Let's see what we got so far. Alright, so we got to opening right here and we need to fix that, and we will do that. Let's manually grab this edge, this edge, and let's pivot of those can throw be. Maybe we can use the bevel modifier. I think that's will be better. So let's add the bevel weight one here. And let's open the bevel. Let's move that amount even more. Something like this. Okay, there's chiggers side. I got made a mistake here. I just need to take these vertices up. Okay, so maybe manually we will do that Hikida, this, you can move those here. And those here as well. Keep busy. This move, this one right here. To get the same results. Make besides similar to that side. Alright, now let's target the other h's, those here in this one. And let's keep them beveled weights, 0.5. Okay? And we need to give this a thickness. It's very important list it's like to isolate this and listen like this. H here with E to extrude this inside just a little bit. And maybe manually, I can crop all of these. Let's select this face. Sorry, this, again, this eight hit F to create a face here. Maybe we can move this even more to the x-axis, somebody like that. And from the side of the same scenario, let's do it here. Club those F. And maybe this one in this one, it F credit face here. Select this and this and this one. And let's add a bevel, 0.5 maybe. Okay, let's grab those here. The same thing for this side. Alright, I just forget to add face here. Select those three. Hit F. Now select those. Can select all, everything acutely. Okay. Hit E through this to the x-axis, gets a little bit. And let's target this, this edge. Let's give this 0.5 level weight, this one as well, and this one as well. And what else? Maybe I can target these edges as well. 0.5. And this 1.5 rights. Okay, this at the sake, and this one as well as 0.5. And those here Alright, I just need to give all of these edges to avoid any very akin 0.5 enter. Alright, let's see what we got so far. Everything looks nice. We can for segment, that's okay. Alright, Now that's very cool, smooth and nicest Zeit. Now we got this result. It's nice. I think that gap here, it's too much. We can make it smaller. We can go to the right, go to wireframe. And men really, we just need to move those. Something like this. And we need to keep the same distance on the other side as well. So we need to do that. We maybe we need to create, to add a guide here. So I will hit Shift S and move the mouse down to here the 3D cursor, and hit Shift a. And let's add the circle here. Hit R to the ninth degree, hit Enter. And scale the circle, make it very, very small. I just need to use it as a guide. Something like this. Hit G and let's move circle, but this in the middle. It is. And now the age of the circle attached this side. So from the middle to this site, this is the distance. So grab the circle. Okay? And take this toilet to their site and align it with this vertex. Alright, so we need to take this up or we can hit G and put this right here. And the grub is vertex hit Key through the Z and move this to the edge of the circle. When you complete a crop circle hits X and to his vertices, to delete all the vertices. I just made the circle as a guide, that's it. Now we should get the same distance here and they're great about this area. Alright, let's see what else we can do here before we move anywhere. Alright, let's select this endless. He just likes to isolate this piece and let's tap it. I will grab these two edges, Hickey twice endless. Move those almost right here. And maybe those, let's ignore those for now. Let's see what we can do. Alright, I think we need to take those just a little bit up more key twice, something like that. And hit slash. Now I will go to face, scrub this face and this face and hit E to look through those like this just a little bit. And if we got any problem with the, with the bevel, we can select all of these edges and give them a volt, 0.5. And those here, 0.5. Just to rectify that bubble. And now it's correct. Tap out and let's say decide digestive blocked this area. That's why I guess extra that this now it's become nice and very beautiful. I like it. Or actually maybe, maybe we can take the whole face down. No. We don't need even do to to extrude this. I just kinda show what I mean. If I hit Control-C couple of times, I can cancel what I did. Alright. Let's take these two vertices key twice over them down. And you can scrub those here. And these vertices and those here. And hit G to the Z and move this down. When you complete club all the vertices right here. And you can hit key to the X and move those insights. I think that's will be better and cleaner. Move this even more digit to the X. Something like that to block this area. And great, That's cool, That's better. Alright, so what else? Let's bring the images. We have something here. I don't know what is evacuated. It's weird. I don't know. Do we have a frame here or it's flat? So quite cool. This point, the image right here. And let's select this, Let's tap it as more to go to face the gravis, three of these faces hit P as two separate those. And let's work with these, this area. Alright, let's hit Select to isolate it and tablet mooted a And hit Alt E to open the extraordinary your end towards extrude along normal and look through this like that. Give it a thickness just a little bit like that. And hit a shift and to calculate the normal in case we have any problem with the normal and go to H crop the necessary ages. Almost all the edges, by the way, those here. And let's give those a bevel of all the way to one. Tap out. And there we go. Hits like to excite. And now we almost finished with this because we don't have a lot of details here. Something sits right. We have nothing here. I'm directly see what else we can do here. Let's select the side and top crop. This phase here hits P, S to separate it. And the syllabus tab, maybe we can select this one and hit P as two separate this. And we ended with these faces here. Let's see what we can do with them. Alright, Do we have a nice, it makes you as what we need to do here. Okay? Right. Okay. Okay, Let's top. It is mod enlists, add one H right here, Control R. And we need to make this edge such rights. I think it could be. I'm alright. Does it go to their bag? He can throw number one, I just need to check something. I need to select this edge and I need to kick the alignments. Alright? This vertex, this vertex, there could be aligned. Alright? And I think yeah, they aligned. So now I can select the senior age. And he keeps wise to slide it. And I will hit E for even. Okay. And I need to align by. When I hit E, I just align the edge with this one. Okay. Let's move this. I don't know. Maybe it right here. Something like this. Okay. I think we could just have small mistake here. And let's try to fix it. Notice right here the distance here is very small. And if I compare it to my results, I made it a little bit bigger. So I just need to tap and the crop these vertices. And just move this up just a little bit key to the Z. Maybe right here. Somebody like that. And grab these vertices as well. And has it too excited key to the Z. Let's move this right here. And for this vertex it just goes off. So I will add key and manually move it. And results in the right place. And now I can select this and move these vertices up to this and this, move this up here. And mad with manually move those City and take those back. Hit Control R to add another a here, hit E to align its endless. Put this age may be here and go to phase. This phase it's, it will inserts. I think we need to insert this. I'm alright. I listen. Instead there's just a little bit and it iterates through this inside. Alright, something like this. It can throw our to add one edge. And this equivalent can throw be something like this. Now let's go to Face, select this face and this face here. Hit Shift D to take a copy, right-click to leave them in assemblies. And then P is to separate them out, club those top and hit a, select them both E and extrude those almost right here. Something like this. And what else? Go to edge, select all the edges and give them bevel weight to one. And let's select this and let's see what we can do with it. Okay? We have anything else to create here. It's slashed or isolated tab and select the ages, the outer edges, all of them. And hit E and X through this bag like this. Okay, and let's grab these edges, hit F to create a face here, and select those here. And it's F to create another phase. You can ignore this phase on the side. These ages, I don't want them this one and this one. So hit Alt click. To pick this altar, you have to click Control X to dissolve them. We don't need them. And now it's the time to add Bevel. Okay. In this case, let's tap out. Go to bevel, tweak them a villa from weight tool, angle. Let's work with angle. And let's see now what we got. Alright, we don't see any visible. Let's turn off. Let's turn off clump overlap because this option right here or limit the devil. So turn of this. If sometime you want to use bevel and you don't see end result, just turn this off. And after that you will see result here. We have some problem right here because the egg goes like that. And that will affect the bevel and I will not get characters of the in this case. I just need to add the support. It goes like this to help them, to help bevel to work correctly. Now I can it K and just make cut from here to here and hit Enter. And that will help people work in the correct way. Alright, the same scenario here as you can see. It, K, topic K, make Kartik goes like this. Hit Enter to confirm it. Alright, that's cool. I can't see any bevel here because the angle here is it's less than 30. So I feel I want a bevel modifier to target this egg here. I need to take the ankle to maybe 10.10. That's okay. Alright, I got very nice result accurately. Pretty cool. Alright, notice it's like to excite and let's see what we got so far. Everything looks nice. We got some overlapping here. I can fix this manually by taking this town key to the Z and move this down. And what else we need to do here? Well, we don't have much, we just need to fix this area. Club those and those hit Q to the Z and move this up, something like this. Great. Maybe we can move this insight top. Grab all of these vertices is key to the X and move those inside. And now we are good to go. I saw it for this video and I will see you in the next one. 22. 022 Modeling section Truck bed floor details: Hello everyone and welcome back. We have a few stuff here we need to create. I have a light right here. If you notice here, this white line, it's a light we need to create and it didn't give it a nice room here in this era. So I just need to move some vertices to create this. And we have this rectangle, we need to create it and something that right there. I don't know what is this? We have one here and we have one here as well. We need to create them. First, I will add crop this and tap to edit mode. Go to Wireframe, grab these vertices and those. I just can move those up just a little bit. Just need to have some room here. It's key to the Z. And let's move those, something like this right here. And we got a gap here. Cover those vertices, key to the white, and let's move those and let's put them in the right place. Hold Shift to make the movements slowly, slow. And then I'll tap out to grab this top. Okay, crop these vertices and those here. Hold, Shift. Grab those. The same scenario HD key to the Z. Or manually maybe if you like, for example, just gonna kill you. We can cover those first aid kit twice. Slide those up right here. And the same scenario for those key to the Z. And all those here. Great. And four, because we move those up, we need to move the window that we have here, the same thing, tab and a club, everything actually even the frame that we created. Tab. Select these vertices and the wireframe. And Taylor's up key to the Z. Something like this. Alright, that's cool. In this. Take this up the Wireframe, grab those and Z to Z. And you take this right here. Notice it created this light. I love this tab. Go to face. This face hit, it, inserts. Okay. Yeah, I to insert. Let's make small instance somebody like this. And then it's E to extrude this inside. And when you complete it hefty and take a new copy of this face almost right here. I will take this out temporarily. Peers to separate it out, tap out, club this topic a, E to throw this back inside it, a shift and totally calculate the normal in case we flipped it. Okay, Now with this one, select it, hit G and X and move this inside, something like this. And then top. Now we can give this a specific material to other lights right here. And that's great. What a cool. Let's see what else we can create this rectangle here. So let's square right here. Club this tab to the edit mode, hit K to activate. And I have told me cut here, it a to make the cut straight. Cut here in white cat here and goes here, hit Enter and confirm it's in perfect, I think. Alright, in case we have no problem, we can hit G to the Z and alive is rear ethics with this one, this one key to the Z and align this here as well. Writes what else we need to do here? Grab this face, hit E to extrude this inside like this. And when you complete I will hit P as two separate this phase. How about glob it and tapping his a? I mean, just select this face because we can separate it to the X end of this here. Something like this. And we just need to extrude it. It's like to isolate it in its E through this. And we don't need this face. Xf is a shift N to recalculate the normal top out at slash. And there we go. We got this. Alright, let's select the body because we just need to check the bevel. Is everything is okay with the Bible. This tab. Well, let's make some tweaking here. For example, these vertices, I don't like to leave them like this. I will just connect them. Activate automatic key twice like this until a trick this point and leave it. Move this up just Twice and less width right here. Okay. I don't know. Maybe I can move those up to twice. Hit Alt Control and status here. Got up those both you twice and move those up right here. I think that's will be better. What about this? Alright, so let's activate wireframe. I just need to see, sorry, Can throws it out, hit Y to activate the wireframe, I just need to see the direction of the bevel, how it works. Alright? Alright, this looks nice. Alright, turn off wireframe, but it's cool. It's nice to excite and let's see what we got. Fairness result we got here. Let's see what else we have here. We have this stuff here, two triangles. Let's see how can we create them. This tablet, it would end. Maybe I can use Boolean method or I can create them here by using the knife tool. So hit slash. And let's see, create them right here. Hit K to activate the knife tool and let's make a cut goes like this. Hit Enter. And we didn't get what we need. Let's make our cuts because like this hit a to activate the angle snap and hit Enter, and now we got it. Okay? The rectangle is not correct. So in this case, we cut the extra vertices by the way he hit G, hold Control, snap this vertex, this vertex, the same scenario here. Hold can throw some vertex to this vertex. Don't forget to activate auto America to do that. We have floating vertex here, G hold Control and standards here. And now let's make this even had key and move it and snap it here. This one, either the Z hold cancer stem is here. And what else? G to the Y hold canceled status here. Not I think it's perfect, but the direction of this line is, I don't like it actually, so I just need to make a new connection goes from here, maybe here, and hit Enter. And from this vertex, maybe here hits Enter. And this one had qA Mc cut from here to here and copy this Control X dissolve, but we don't need it. Maybe we can move this just a little bit. Leaving the edges goes like that. If you have an angle and make you help this angle with an edge like this, that will help the bevel to work correctly. But if you have an angle and you put the H like this, Let's will give you a wrong devil. The devil will not work in this as tweaking. So you need to make cut like this as I have right here. Okay? When you combine it, make a, make a connection between this vertex and this vertex here the J. I'll write this in your age group. It control V, bevel it to two like this. Somebody like that. Now you can grab this face and this fact and push those inside just a little bit. And there we go. We got something nice here. Alright, sorry, what? Yeah, that's cool. It's all working correctly without any problem? Yes. A little bit of problem right here we got okay. Maybe that's because the edge, we can make another connection here in this area. The difference between the side here and this side. The people here working correctly and it is nice care of here, but here, it's not. The difference is obvious. I think we can fix this by making it or cut like that. It enter the club this and hit delete this edge, Control X and kick. Now, whenever we have another result, if I grabbed this vertex and by moving this vertex up or down, Let's will affect the bevel. I will hit key twice and move this up. Kick. What's happening here? So let's put this in the correct angle. As I said recently, something like this. Bubble, love this angle and a goes like that. So tab out, and now it's cool. Very nice. We got one here. What else? We have another one right here. Okay, to create the, the other shape right here in this place, I will touch it. It's more than good to face. Select these two faces here. He to have the kobe in this COVID just move it right here maybe, and move it to the surface and align it hit out of the Z. Lines like this. I'm I right? The speaker nice angle ends rotate a little bit like this and move its body. And let's put it in the right place. I don't know if maybe here it can move this right here. Something like that. When you will be satisfied, it's Alt E to open the extrude menu and extrude along the normal. And there's just a little bit inside like that. And hit a, sorry, hit Control L, just to select these pieces alone in his peers to separate those out top. And now we just need to correct the normal because I think it's right. Yeah, that's right. The head is different. If you're not just tap it a shift N, and that's it. For this piece. We don't need any bubble anyway, normal and we don't need any mirror. We need to use it as a cutoff. So select this, select the body, close the bivalent with normal. Turning this off. Alright, now I will use a new modifiers called Boolean. Let's add the Boolean here. The Boolean helped me to make some intersection here between objects. So I add the Boolean to the body, and I will pick this shape, and this here will leave a cut here. Okay? So pick this. And then we're gonna, we have a cut but we need to hide this, crop this and go to object date of our TAs. And here S3, this tool wire in here we have a cuts. As you can see, when you complete it, go to the body equals the modifier and apply the Boolean. You don't need it anymore, it's done. And the shape deleted. We don't need it in a week at the cut. Now you can activate the vault and you can get very nice result here. Oh, rights. And it's automatically connect itself to something, as you can see. All right, That's very cool and nice. We got the same thing right here. What I call all of his life to excite. And we almost add either the most necessary details. Let's see, grab this airless tab. I just need to align this vertex with this one here. It the key to why can throw hold Control and snobbish here? And that's great. And what else? Alright, That's very cool. We add a lot of stuff here and everything become cool. By the way, you just need to make them something if you fully symbol. I can't see the details here. If I go just a little bit far. Here we have nice option if you want to activate is Kahlo cavity. If you're at a few activated, you can see some detail, especially if you're three the type to both and moneyballing some stuff here. Alright. If you want to activate this, it's very nice and helpful. Alright, the valley here it gives you the Kavita, sorry, black shadow at the cavities. Alright. Something like that. So this is before and after. Alright, I will keep this on for now. I got very nice, beautiful results. Now let's try to add these lines and let's count how many we have here. 123, 456-789-1011. 12, we have 12. Alright, to crop this top to the ethmoid. And we can do it. We have 12 here. Or maybe we can make it this one big face by applying as tablets we have here. Tab I'll turn off bevel, go to me or hit Control, I end up light and now it's become one big geometry tab. Delete this egg in the middle to add a new ages 12, had can't hold our butts before we do this, we just need to make something here. Alright. Okay, I will grab this alone and go to top tablet. It would hit K, activate knife, tool, make cut like that. Hit a to make the cuts, sits right and then hit Enter. The same scenario for decided K may cut. It goes like that. It's a to activate NGO snap. Click here and then hit Enter. And there we go. Let's make another cut jobs from here at CHI In essence there hit Enter and you may ask why I did this. I did this because before I add these because I can't hit Control R to get this, review a line. Because all of it was one big phase and it was gone. Gone mean face with more than four vertices. Face with four vertices. We call this quiet. And this is what you should always use. Face with the three vertices. We call it triangle. And you will need to avoid this, in most cases, face with more than four vertices like this one for example. Alright, we call this angle. If you hit Control R for this, you can have a preview a line because it's quiet. But if you hit Control R right here you can see I think just adults. And here as well. So I made this quiet. I made this big face acquired with four vertices here and four vertices here as well. So this is faced number one and this one first number to know when I hit Control, I can have the preview or light parts before I divided like this. I can't do this. So it can throw or to add one edge and rotate this until we will cut 12 pack here. And when you confirm them, you will have this video and add 12th Cartier. After that with this selected hit Control, B2B will those and just give them a small amount of beveling. Hear somebody like this. Hit can throw off to add one here. And maybe one there. Oswald control are. Now select these faces. Alright, crop them like this. When you complete your six through those down just a little bit city and take those down. All right, that's cool. And now we can grab the outer edges. Alright. We don't want to leave it like claims, so hold Control and club all of these edges. Let's extrude those. Hit E to the Z. And this just a little bit suddenly like this for rock. And that's it. Tab out. And now let's activate the bevel and weight normal. Alright, with normal, maybe we don't need this deleted. So now we have the bevel. Maybe we can give this a little bit of bubble. Less, use angle notes or not, this option graduated. And now we get nice result. I think. I'm alright. Let's check details. Yeah, that's cool. Now it's beautiful. Alright, so we did a great job. We don't have much here to finish. We just have few stuff. Alright, I will end this video interior and the next one. 23. 023 Modeling section Creating the back light and fixing some issues: Hello everyone and welcome back. Here. We have a lot of stuff here we need to create, but before we jump here and create the back door, I just noticed something. I opened YouTube and search for Tesla Cybertruck. And I was asking where the cup, we have a cup right here and should goes somewhere here inside, but I don't know where should it goes because here we have a bigger glass and here we have a smaller frame. I was asking whether this should be hidden. And I watched some videos closely and I discovered that the cap here, it goes like this. Alright, it's use of this line and goes here and be hidden inside this area. I think it goes underneath the floor here. I've talked about when when when you close it here or let's say when you open it. And we didn't give it a route to use it to a slide. And we need to fix this area because I need to as much as I can to create something Make sense, okay? In this case, if I want to do that, I need to move this just a little bit forward. Okay. And before I do that, maybe I just need to make some tweaking and I just need to making something here. I just forget it. In the previous video when we create a stuff here. Somehow, I just lost the file. I forget to save it. And I lost all, all of these details. I started that, I recreated all the, all of this stuff here and maybe you see some difference. And that's why, for example, here we have the area here a little bit too big as compared to the video that I created. And that's because I lost that file and I created those. Again. So don't worry about this stuff anyway. Let's try to fix what we have here. Okay, I will start here selecting these details and I will touch it. Hits the Z to go to wireframe, just select all of these key, turn off auto America of Hideki. And let's move this just a little bit. I just need room here in this area. Maybe even more. Hickey. Let's move this just a little bit more here. Alright, I've taught that tab out. Select this tab, go to face the crop these faces, and let's hit G to move those. And let's move this. Maybe right here, Let's zoom in just a little bit. Hit Q to the Y, and almost right here when attach this care of alright. After that, I need to select this face hit Control R to add one edge here. I don't know, maybe right here, something like this, or I can actually ignore it. Hit I to make an insert. And let's make it instead like that. I don't know if making it to make sense. I will hit can throw this at and it's like to isolate it. And manual I will add egg right here and bivalent Control B. Let's add two here. And then it can throw out to add age almost right here, grab this face and extrude inside. It gets a little bit, not too much. Alright, now we have area, something like this to hide the cup. Okay, hit slash. And now we got this. That's very cool. That's better, it makes sense. And some, you can get some changes here we need to make and this area, grab this top. And it's like to isolate this. Let's see what we can do here in this area. Alright, It's just, I need to, I don't know, maybe Adding egg here in this place. It can throw our, sorry, can throw our add one here and this. All right, maybe we can move this just a little bit more acute wise and slide it, hit E to activate even, and hit F to flip the egg on the other side. To move it right here. Alright, something like this. Slice to excite. And let's see what we got so far. Or as we need to move this edge just a little bit more. Maybe right here. Okay. Let's move this forward just a little bit. Something like that. Though I need to delete this face and it creates something else. Okay, I will grab this Hits XF to delete this, and club those here as well. Hit XF to delete those clubs, this H plus aqueous and that one here it's F to create a big face. And Alt click to select this edge, F to either face here. And we just need to select some edges to give them level weights. Grab those, give them bubble weight. Or I 0.5. I remember we gave him, we gave them. And these two new edges as well. Select those here. And let's add 0.5. We'll wait. And let's see what we got so far is everything is okay. Talk about the care of here is very nice. And here we got some something here. Let's try to give this bevel weightless See of that will help just a little bit. Yeah, that's okay. I will add this, give this 0.5, just to get better result here. If I activate wireframe, you will see what I have here. Or I will show it before and after. This is before. Alright? This before. And this is why is it alright. I will give it 0.5. This after. It's very cool. Maybe in this area as you can target this and add 0.5. Yeah, that's better. All right, now it's lacking and let's see what we got. Okay, that's cool. Maybe I can select these vertices. I move this inside key and move this to the X. And let's move this almost right here. Tab out. And there we go. Now we have something nice. Let's check the bubble as beveled rocking here correctly. Because we created a, create a new face here. We forget just to pick these in your edges to give them a bevel weight. So give them a little bit like this. And this one here, give it a bevel weight. And for this phase, you can delete by the way, or you can move it to feel like you to the Z and move it right here and hit XF to delete this face. You don't need that. Now we have something nice. Alright, I was very cool. Let's light to excite and let's see what we got so far. Great. Alright, for this area, I don't know. I maybe I need to add the care of here in this area and I can ignore it less hit Control be, let's see what we will get if we do this. Alright, let's make care of that. Maybe something like this. And because we have two vertices here, we lost the bevel. So in this case, just select those and the wireframe and hits me and married my distance top outs. And now we retrieved the bubble. If you didn't understand what's happening here in this area when we made the novel and new vertices rates this area. And there we have already, we have a vertex, so become vertex above vertex. And because of that, we lost bevel. I married them and I made them one vertex. Okay? Alright, now, it's nice. And now we can move on. Now we can create some mechanism stuff here. That's very cool. What about the door? I will select this and hit Shift D. Take a Coby Timberlake, live them are right here. Alright, because I need to use them. Because going to carry with it, I need to do. I need to use those, for example. And hit E. Alright, something like this, G and move those here. And declare the door by this way. Alright, so let's copy this face and let's leave them right here for now. You can hide them if you'd like. And here we have some details we need to create. I've taught that listed like this. And let's tabulate it at this point. Hits a select everything, hit E to extrude this. But don't extra to this direction. I tried to click and then get to the white to move the new face to the y-axis. Something like that. And let's see, where's the the overlapping. We will have some overlapping here. Okay, let's try to fix some problem right here. First, maybe we can start with this edge and we can move it to his daughter Kim. And what else? We have this one, we need to move it as well. Grab this and hits Z to go to wireframe, hit G twice and move this gets a little bit like this, this one as well. And let's move that key twice and push this like that. Go to Solid Modelling. See what we got so far. Alright, that's cool. Now we can grab this And move this key twice, tie this down. Not too much, something like this for a walk. And there we go. Now, let's see what will happen if we give this a bevel of all no working according to the wait method, a set everything, handbook this to one tab out. And now we have bevel, very cool and acceptable. Grab this top, hit Control R to add a here. Almost right here. Something like this. And other control are to add one here. And maybe he can throw out to add eight here. You can throw our to add one here as well. Okay, Now let's go to face his number three, crop this face. And let's extrude to this direction. Okay? If I extrude it without, I mean, if I extrude this just by using the E, I will go like that. I don't keep this. He tried to click, engage with a white and move it to the Y. So let's move this to the right just a little bit. Not too much. You will have some overlapping right here and cute with a white and move this back, maybe right here. Okay, and take a cobra of this face, hit Shift D to the wireless, leave this kobe maybe here, then P as two separate this and that's it. This top hits like to isolate this and hit E, right-click and G to the why. Let's move this course a little bit like that. This face, you can delete all you can leave it hit a and this pivot away 21. How about let's select to excite, grab this face head slash and let's see what else we can do here. Let's give these edges a bevel wild-type, it's a, and move this to one and that's it. I just gave everything bevel and that's okay. But it's not a problem actually. And there we go. Now we have something here, okay? It's like to excite. We extended this to the wrong direction and as you can see, the color is different. That's been, these faces are flipped. So select this top, it's a shift and to recalculate the normal. And there we go. Alright, now let's create this hook here. And to do this, I will select this again, tap to go to the ethmoid, hit Control R to add edge. And let's move this edge almost right here. Maybe here, hit Control V to bevel this like at that, and hit Control R to add one here, this area, Sunday like this. And now we can select this face. And we can hit E to extrude this right-click to bring this back, hit the key manually, move it to the Hawaii axis like this. And I think we got some, we made a mistake because the edges just tilted and that's wrong. So I will have a couple of time to do this again. Okay. So in this case, correctly see how can we do that? Well, I'm not going to hit Control R. I will have to control X to dissolve this edge, you got to hit Control X and dissolve it. In this case, I will use the knife tool from the right, maybe go to the right is the hood wireframe. It came make cut like this, hit a to make the cast right? I think we can see, we need to take it up from here, maybe it K and let's start from here. It's a to make the constraint and then you need to add C Letter to activate cut-through. And now click panther. Now we got the correct cuts here. Level this can throw be and Atkin throw our age. Look here. Select this face to E. And then Monday we'll EEG and move this to the Y like this. Oh rights. Now let's see what else we can do here. I will, I will add an a here in the middle and I will select this edge and this one here. Hit Shift D to move this forward like that. And what else? Club is vertex hit G and move this forward in alignment with this one and select this with this hit F, grab those and push those back. Something like this. And hit Control L to link to late yesterday, delete these edges and then hit P as two, separate those out. The a that we added here. We don't need to go to H Alt, click Control X and solve it. Now let's work with this one top. These two vertices, it can throw shift B to bevel the vertex, and let's label it like that. That's right. Select all of these. Maybe we need to move this a little bit like this. And maybe we need to scale those just a little bit. To the x-axis like this. Select all the vertices and is killed dose like this. Alright, tab out control. I apply the skill in case we have no problem with the scale and now hit right-click and convert. This took care of okay, like this. And now let's go to the careful properties and urban geometry. Go to bevel and give it just a little bit of depth to give this a thickness like this. Right-click here, the smooth, and there we go. Alright, selected, hit Select to isolate it. And because we have the mirror modifier, or do we have, okay, we don't have a mirror modifier in this case, I will tap the edit mode and select these vertices and it X and delete vertices. So I just now have one. But this soul care of, I've still in the care of mood. I will tap out and then hit right-click and convert this back to mesh and less. Leave it like this. It's like to excite. We can I don't know. Let's see. Do we have any problem with the face orientation? No, we don't have. Alright, now we almost finished. We just need to use mirror modifier and let's Coby any mirror modifier from anyplace, select this whole shift, for example, grab this and go to mirror open this RON COVID selected in this piece. Now I should have a mirror and the ILS, right? Select this tab, hit a, and let's give this a bevel, wait for everything, dropouts and now cool, everything now got bevel. Cool. Okay, Now all what we need is to start with this door and create it, but I will do this in the next video. See you next 24. 024 Modeling section Creating the back door: Hello everyone and welcome back here. And this video we need to create the back door. But before we jump there and start creating the backdoor, I just need to make some tweaking right here. I just made a comparison between the images and my result. And I realized that I have some difference between what I got here and the reference images. And that's not a huge problem. I can ignore it and couldn't believe the course, but I don't like to leave some problem while I can fix them easily. So I just need to show you with me. And for example, the layer that I have here is no, so quite wide and my result is too much white. I can fix this and it's not going to take type and easy just moving vertices. Let's, let's check out other Amika just need to give you another example. By the way, I just searching the Internet and I got the new images. And yeah, let's compare this area here. If I compare this area, I will notice that this panel here, as small as compared with the bag window almost covers this area. In my, in my example here, in my result, it's a little bit big. So I need to fix this. And here as well, I need to extrude this down just a little bit to make this make sense. And we don't have extra stuff, just these things. We need to fix them. One more thing here, we need to fix. I added here two edges and I made the distance from the surface to this area a little bit longer. And I just need to make it smaller by deleting this here and make it make the distance close to the surface. And that's what helped me when I want to create a cover that should goes in this area or banana closest. Okay, Let's talk with this one. Or I listened like this, hit tab. And let's go to faces. Grabbed this big face. It can troll blast to grow the selection and just hit Control X to dissolve it and that's it. We just fix it. Or this check, what do we have here? I think we got some problem here. We already listed XF. There's no problem. And this one XF to delete it. Grabbed this hit F. And what else? Vce edges, we don't need them. Carpus Control X. We got some problem with novel. Lissa grab this vertex, this vertex hit J just to conduct them and you will guts, correct result. You remember when I beveled this area, I didn't give this edge a bevel. So it's very easy. I just need to give it a bevel and it will work correctly. Just give it pivotal weight one. And that's it. Alright, this age may be in this age, I can move them just a little bit slanted like this, but not too much to avoid any problem with the bevel. And now let's check what we got so far. All right, cool. I've turned that we maybe can select this face and move it up. And move this face as will go to face and grab this and this had key to this here. Let's move this up. By the way, you can delete this edge. Actually we don't need it anymore. Alt click and hit Control X to delete it. This face, this face as well, right here and the corner. And hit Z and move this up. Something like this. It's less to exert. And let's see what we got so far. Alright, manually I will select these vertices here and move them. Let's move those here. Something like this key twice enslaved this down. I think of this just small room. Let's move these vertices even more down. And on this side as well, you to this, he gets a little bit down like that. Okay? And manually put those vertices in the correct position, third position, something like this. Let's move this forward just a little bit. Leave them like that. That's what rock. Okay. What else we need to do here? The light that we have here is too much white. So let's make it a little bit thinner. Listen like this by the tab. And let's grab these vertices are actually less selects the light itself and the body tab. And you go to Wireframe, grab these vertices and hold, Shift and grab those as well. And had cheated a Z. Let's move this almost right here. Let's check this area. Alright, that's cool. Let's grab this side and move it like that key to the why. Something like this. And now I will tap out and select the body and this as well. And tap. Go to wireframe club the site. Alright, let's ignore this for now and hold skeptical up, decide as well. And hit Z. Let's move this up here. Alright, yeah, let's move this up. I will fix it right here. Let's see what we got from this side. Everything is okay here. Go to airframe clubs area alone yesterday those and move those away and put them in that corrects. I placed like this. Alright, something like that. That's cool. And this rectangle for charging as well, I just need to change its position. Select the vertices of the rectangle and the body, and hit E to the Z and move it in their correct place. And Hickey to the Y to move us forward just a little bit. And a lioness, let's kick the alignment. Everything looks okay. Or this result is better, anomalous here, what we can do here, or it's first, I will take the bet down key to the Z. And let's move this. Maybe I'll hear any of this air to be smaller. And maybe I need to extend the length here. Select this. And let's go to Wireframe, grab these details. And had key to the Z. And move those down. Something like this. Alright? And manually move these vertices to the why to fix the triangle here that we have here. If you want to be more precise, you can select this here. What we can select here, we can select one, age, maybe hit Shift D COVID, right-click limited assemblies, then P, S to surprise us. And select the symbol H. Top Glove is vertex. Twice, hit Alt and move this all the way down and align everything with it. Alright. Now I can see, whereas the problems, okay, tab out solider body tab and for example, now I can grab these vertices and align them with this edge. Okay, hit G and move this right here or less. Take those just a little bit back to the why. Because I noticed that I have weird heading having here. So it will move those back just a little bit. Something like that works better. Alright, let's call for the bit. I can just select these vertices here, all of them. And move these vertices back to the YE, just a little bit right there. How about That's it. For this area, I can grab these vertices and move those down due to the Z. Let's move those over here. Or something like this. One more thing here we need to fix. I just need to fix this area. Okay, let's see how can we do this? I need to move these vertices a little bit out. Let's see, glob dose it. He The why and those out. And alright, let's move those to the X as well. And had key to the zs. Less. Take those back just a little bit. Alright. What about the edge that we could have like this? I will grab this vertex, this vertex and hit F to create an H right here. And I will use that as a guide. Hickey activates H slab, hit G to the Z and snap this on this edge. Grab this one as well as due to the Z. It snapped on this at this one as well, Keith, as he stabbed on the edge. This one you did as he slept here. And that's one he's busy and Snowbird on the edge. Alright, now the result is better. But we just need to fix some stuff even more or we can leave it like that. If you want to align these vertices better. Can do this. Alright. Let's move this down just a little bit. And maybe this vertex as well. If, even if you leave his vertices in the bag, that's okay because there are hidden, so don't worry about them too much. You can ignore, ignore them, or actually, I can, if I want, I can move this vertex in the correct position in three. Aligning these, again, hit G hold Control to snap it here. And hit T hold Control and snap it to the edge here. And that's cool. When accompanied, club this edge and hits X E to delete three things anymore, we just use as a guide and there we go. Now let's check if we have a twist with the face. No, we don't have any twist and it's nice and clean. Now let's start with door. I don't need those anymore because we made some kinks. I will select this and tab. And let's go to face the select all of these phases. Like that. All of these faces. And this one as well. Hit Shift D and take another copy here. And hit P as two, separate this out, club those tub and fill this area with face here. These edges, we don't need them. Grab them. You can throw X and dissolve them. Alright, I just can I connect those? Hit J. And let's do the, those, just those. Alright, What else? Hit a or let's go to H, the outer edges, and hit E to the X and S to the X and align this to the x-axis and G and move this to the side, a shift and to recalculate the normal. And now we got this. I've heard that we need to select this side, this face and hit P as two. Separate this out. And maybe we can give it a little bit of thickness. Let's go to the right and let's see what we got. Let's give this a thickness. Hit E and extrude this inside just a little bit like this. Now I can crop the way the tab and the grill up all of these vertices. And had you twice enslaved those inside. Like this here. Already. That's cool. It's like to isolate this piece, voter fraud, for example. And let's see what we can do here. Let's compare this to the images as we got here. Alright, here we have a cut here in this area. This chick we have here cuts. And it's clear here on this side. And we need to create something like this. Maybe from the side view we can understand that even more. Okay, first let's grab the back faces here and hit P as two, separate those out to tab, out, club this tab and it's a, and extrude this inside. It has a little bit, give this a thickness. Alright, that's cool. And We just need to correct these agents here, club those gateways and move those inside just a little bit. Something like this. And in the rights tab out to grab this tab and we just need to make cuts. Should goes like that. Something like this. Or we can move this vertex forward, grab this gateways, and hit Alt and move this forward almost right here from the right, we can determine where should we move this, maybe right here. And now, many will, they will look up these vertices. He gets wise or mode will hit key and move it here. Okay, something like this and this one as well, the key to the Z. Let's move this just a little bit like this. And maybe this one as well key and let's move this like that. Okay, something like this. And this one here, he'd key and move with right here. Rights. And for this side, we just need to move those. And move this one, get twice, light it here. And this will as well as like this here. Let's see what we got here in the perspective. Everything looks nice. We just need to move some vertices like this, maybe those here as well. It can move those here. This egg, we don't need it. I will hit Alt click and Control X, dissolve it. And I will stick with this or less cool. Now we got something close to what we have here. And now we can go to front and use the knife tool and make the cut goes straight down, hit a to activate the angular snap, and then his see to cut through and confirm that cuts something like this. Now let's select these fields here and hit P, S to separate those. Okay, and let's start with those top to the list. We don't need these edges here. Can throw an extra dissolve them and hits a, and extrude those inside. Something like this gives them a nice thickness here. If we have anaphase here in the middle of gravity and delete it. We don't have any phase here. That's cool. Now we got this result. As you go through them modefier for this piece and delete the mirror we don't need or sorry. Let's apply the middle. Yes, it can throw a end up lights. Turned off, bevel and delete weight normal, we don't need this. Tablet is more to Alt. Click and grab this edge and the middle. We don't need it to control X to dissolve it. Hit Control R, add one H here and here at 12. And yes people those a little bit. And let's compare the bevel with this. How much we need to evaulate. Alright, it can throw, be this bulldoze, something like that. Now we got this results. Can throw our to add eight here, almost right here. Can throw our and add it here as well. Go to Face, select now all these faces and cancel debit faces like this. Hold Control and cancel all these. A little bit of an insight as to the Z scale. Those gets a little bit to get a nice tilt here. When you will be satisfied. Go to bevel and activators and use angle. Now we got nice pebble. And for this, I can tap the ethmoid. And I can select these faces here. And I can separate them actually, it PS. Let's pick this one and hit Select to isolate this one. This one a lot of top or right after we isolating this, let's select this vertex, hits E, extrude this bike hold Control snap this, would this vertex and activate vertex snap. But forget that. Siliceous well as well it's E. And Love this vertex, this vertex here. Now let's hit F to create a, an egg here. Silicon, all the vertices here has to create a big face here. Club this vertex with this one. And it's F to greater face. And select those F. And here you can add a big face if you like. Elicits that, at least see what we got so far. We got this result, but we just need to make some tweaking here. I've taken his rhetoric Sallen-Key twice. Hi, this. We can give, give this a bevel and we already have a bevel. Delete with normal tablet is mod. Grab these edges E to the y-axis and hit F to fill this face is performed inside tab out. And now we got this one more thing here. We need to add touch. It is more hit Control R to add an a here. Something like that. Maybe can throw a lot to add another eight right here. It's like to isolate this because we, we got some weird problem. Alright, because of the egg doesn't complete. From the other side, we got this problem. Let's go to vertex at K. May cut from here to here and then hit Enter. Alright, we still have the same problem. Had you twice and move those manually. Turn it off bevel, Let's see what we have hit a and then hit M and varied by distance. Let's see, do we have any clause vertices? No, we don't. Okay, let's make connection between these vertices. Hit the key, grab this with this. All right, that doesn't work. We have some width problem I will use. And they've told her key and make cuts from this to this. Other cut from this to this. I think we got some faces flipped. I think I'm also quite sure Let's check the face already taken. No, we don't have anything flip everything is okay. Let's turn this off. Let's see the bevel now still have the same problem here. Okay, let's try to move these vertices down key twice, and move those just a little bit. And that's fix the problem. Let's rear. Okay, now let's add an H right here, something like this. And let's select these two faces here and hit X to delete them. Rob this vertex here. And this one, it's E, and put those inside hold Control establish here. Alright. Alright, now let's make some connection between these four vertices at F and connection here and here, alt click and then hit F. And now we got this tab out. And assets. It's like to see what we got so far. Well, we got all of these stuff. We just have this area we need to fix, and we have this egg. We need to push, got up all of these edges from this side to that side. And hit G twice BB. And move those up just a little bit. Too much. Club this tub hit a and then E and X through this inside. Just a little bit like that. It's a select everything, shift and totally calculate the normal, it gets real problem. And you can leave it like this and it will rock. Okay, now what you can take this bag and that the police from the top of view it and move this. Let's put it in the correct place. Like this. And there we go. I think we got some problem with the face orientation. Let's check this. Alright, we have this circuit and this one, right? Almost all the door. Select this, all of these delay, tap it a Shift N and assets. Now we don't have anything right here. Turn it off face orientation, and now everything is cool. Alright, we talk too much time here, I know, but now we gets better results. Now is cleaner AND close to the real vehicle. And that's what I want it. We have some stuff here we need to create and we will do that. So that's it for this video and see you next. 25. 025 Modeling section Creating the back lights and controls: Hello everyone, Welcome back here and submit. Join it to create the light that I have here. It should be right here. Let's see how can we create a list, select this face first, hits like to isolate it, tap it with motor control or at least at age, you can eyeball it. Let's put this almost right here. Head selector is I just need to make sure that I added this egg and the correct position and yeah, something like this. Okay, That's cool. Let's hit Slash again. Go to face. I will select these faces and separate them. Hit P, S. And I will start with this one, isolate this hit slash twice, and go to the left. We have now opened era here. To fix this, just select these faces edges and hit F. And we done slash to excite. Now I need to select this and do the same scenario. Tab crop these edges and hit F to fill this area. Now we have this piece and this piece, I need to turn this into a light. And let's see how can we achieve this. I will go to it, anything where they can and it can throw out to add when ache in the middle can throw B2B evaulate to, to something like this. We have a black border right here. Here we have black border, and here as well. So we need to do the same thing. This top tape be the black border, and this one as well, and this one in the middle will be the light. Alright, What else we can do here? I will select these faces and COVID them to the Y, have DY, and leave it right here because I need to use this as glass and hit P as two, separate this out. Grab this one. Go to select these faces and hit Q to the white and move this inside just a little bit. Alright? Something like that. And you will have some overlapping select these vertices and hits key to the X and move those manually. And let's put those maybe right here. And maybe we can hit Control R to add one edge Atlas. Would this area can maybe hear something like that. If you have the ability, we can move this face inside. Let's hit slash to isolate this. Alright, so we don't need this bike faces. We can delete them actually had XF and we just ended with one face, one site, the site. And that's what we need. I think I can grab this face and move it to the Y just a little bit, but I will have some overlapping. You can move it just a little bit. I think that's will be better if I have the ability I can move this even more with away and that's will be more beautiful like this. Okay? But because I have this shape here, I can do that so I will ignore this and just move it slightly like this. Okay, now I have the light and the border. I just need to separate the light hit P as two separate this. And now we just need to give them different material. And with this one, I can give it a little bit of thickness tab. It's a and E. But he tried to collect because I don't need to extra, extra this diagonal like this. And move it manually to the white key, to the Y and X through this Jessica little bit. Okay, hit Shift M to recalculate the normal tab out, keep it away and move this endless. Put this in the correct place. Something like this. Alright, let's tablet and it's mostly see what we can do here. Maybe we can move those to the X. Let's see what we will get. Yes, a little bit, not too much. Or maybe we can select these edges and move those two X DX. And more than just a little bit, make a tilde here. Tab out and slightly just move those inside the key to the Y. All TFs. Something like this. Maybe gets a little bit more key to the way they can, Can I can't can throw this too difficult or something like this. Yeah, that's cool. Alright, let's say that'd be finished with this. And now let's see what else we can create. We have some details here. Let's try to find another image. I found this image right here, shows me some details here we need to create and less how can we do this? Glove, this tablet edit mode hit Control R to add one here. And then a line, this edge like that hit S to the X zero Enter and done, I've told you that hit here and move this. And we just need to align this with this vertex exactly hits like to excite and less hits Yi and hold Control and stub is right here. And now we've done bots. We got overlapping vertices here. I should, I should activate the auto America Ferriss and do that head key. Hold Control and establish here and there we go. When you go to Face select, all of these faces. Can go to wireframe and crop them like that. And hit P S to separate all of these phases. Now, manually grab this and let's fill the open air that we got here. If I hit slash twice, I can see that I have an open area and we need this error to be beveled. So top, go to vertices, grab all of these vertices, hit F and done. Alright, here's slash. Ok and deselect this one and isolate this tab here. And go to a kit number to Alt click Select the globe is F, fill it. There, We're done. Let's see. Do we have any problem here? Alright, that's cool. It's like to excite. And now we got this. Let's try to make it something similar to what we have. We need just to move some vertices just a little bit. So let's select this top, grab these vertices in the wireframe, kit with the X and move them just a little bit. Let's open a tab here. And maybe for this side, I can tap, and I don't know, maybe I can grab these vertices as well and move them just a little bit. Or no less a carb this. And maybe we can select these vertices here. Okay? Alright, This, ignore these and move those through the X like that in manually. Less, more of those here. He the Y and take those back just a little bit like this. Alright, that's cool. We have here a triangle and rectangle. Let's see how can we do that. I keep those. I will create a rectangle right here. So I will use this tool right here to create a rectangle selected activated. And now you can create a rectangle, something like this on the surface. Now we got this. And for a triangle, Let's create another rectangle right here and we can change it. So let's get somebody like that. There we go. Now let's go back to this tool. To make this like a triangle. Just tap it is more to grab this air. You can throw X and dissolve it in. Now we got this. Okay, now all what we need is just to put this in the correct place. So the key to the Excel smooth almost right here, and I think that's it. Even the sizes are okay. This one, maybe we can scale it just a little bit to the X and maybe we can move it. I think right here. Let's go to top, unless he maybe we need to align them like that. So let's move this just a little bit, not too much. Okay, that's cool. Now, we need to move those inside and make them penetrate this geometry. So it gives the Z and make them penetrate this. And there we go. We got that. Now, the next step is to use nice tool is called bull tool. Okay, let's go to the, It's, and go to Preferences, go to others section. And here just search for bull to all be double 0 L and activates from here. It should be like this. You just need to activate it. And then save preferences elicited side. Now we can open this URL and go to Edit. You'll find the Bowl Tool here, openness. And let's see how it swaps. I will select the one piece. For example, this one, this should be the Qatar and it should cut this So you will need to select the theorist and then hold shift the crop, the targets object, and go here to the brush Boolean and to slice. And now as you can see, now we have a cut here. Let's do it again for the triangle. Grab it all to have to grab the target and to slice. And now we got slides. After that, I just move the images away. I've tried that you can select this and you can hit Apply. See what we need to do here. Here. If you select this new pieces and go to the modefier, you will see and you'll Boolean modifier others here. You just need to apply to control a for this one, select the rectangle, and apply that rectangle as well. And you can go here. And you should see a Boolean tool as well. Just hit Control a and up light. There we go. Now I can delete these shapes. We don't need them anymore. Now select this hits like to isolate it. And we just need to give it a bevel. But we need to select these edges ferrous. The wireframe mode maybe and give those weights. And those here as well. Give them in beveled weight. And let's check the level. As you can see, we have some problem with the bevel. We need to make a new cuts to avoid that. In this case, I will hit K to activate the knife tool and make cuts from here to here, maybe hit Enter. Does you can see that's effective, that now we got correct level. The same scenario here. This H goes like that. Maybe we can make it goes like this. So hits a K, make cut from here to here maybe. And then hit Enter. That's right. The same scenario for the sighted K. Make out from here or maybe to here hits Enter. And the other scope. And less excited about. Bevel works correctly and you don't need to do anything else. That's its accurately or less cool. It's like to excite it for these two pieces, we need to give them bevel as well, but I will use not weighted. I will use angle bevel. And that's it. This one as well. You can by the way, you can yeah. I guess get a treatise tool angle and that's it. I can merge those together if I like. When you will be satisfied with the results, you can grab them. Tab, go to Face, select this face and this face hit G. Or maybe gateways enslaved, sled those down. Just a little bit. Maybe insight and key to the Z, those just a little bit like that. And let's see what we got so far. That's nice. Cool. Alright, so this, how to create these details before I end this video, I just need to give you more example about Bolton. Let's add a cube here. And let's add, for example, UV sphere. Let's move their UV sphere right here. Maybe we can make it a little bit smaller and make some intersection here between those two objects. Okay, I need to use bolt hole and see how it will work. I need to cut the cube and create some hole here. Inside this. You will need to go to the Edit and go to the Bowl Tool option. So the sphere should be the Qatar and the cube, the targeted object. You need to select the Katara as a fairest selection and then hold shift and the crop, the targets. For example, I need to choose a difference. And as you can see now, I made the cut and the add-on automatically change the shape tool bounding box. If I hit hip the end, take a Coby. This is not a cube, this is a sphere. If I go to the object data properties here, I can see now Aldon change the display us to bound. And it was like This was solid. When the Other1 works. Automatically change it. Because if, if, if not, you will see the sphere and you can tell if the operations done or not because of that had changed the geometry to two bounding box. So you can see that result. And now you can select this key and move it and put the cotton anyplace you like, and you can scale it like this. In you can add another or geometry for example. I can use this tool and create something, for example like that and move it inside. Selected as a Katara halting of the club this and choose difference. Now we got a new object. Alright, now I can move this Hickey and puts it in any place that I like. And I can duplicate this one. Hit Shift D to the Z and put this here. Hold, Shift, grab the target and choose another difference. Okay? You can rotate as well and do whatever. Think, for example, I can call this edit, aren't rotated. And now we got this one more thing here we can do. For example, listed with this, we don't need this. Let's stick with this one. I guess it's going to scale it to make it small. Like about maybe I can duplicate it and have the same effect. If I duplicate this in the object mode, I will have nothing. But if I select the Qatar and tablet mode and hit a to select all the fees. Now, if I hit Shift D and move this, hi can have a new cats by using the same objects and they live. There's something nice you can use when you will be satisfied except everything. You can. Select this object and just hit Apply price and club this apply price. Now, if you grab them and move them, you applied to everything and you're accepted that result. Alright. And there's no just for intersection, you can do a lot of stuff. For example, let's delete those, we don't need them and less CO2 we can add here basically a dark tangle like this. Let's assume that we need to make a slice. I will hit G to the Z and make, this makes up into our second like that. Maybe you can scale it gets a little bit. So we have some penetration. This one will be the kettle, this one will be the targets silica that Qatar first hold here to grab the target. And for example, we can choose slides. Now we got slice here. After that you can select of this slides and hit Apply, scrub this hit Apply and deleted. We got this piece. Slices slided from from the targets geometry like this. You can make some union if you like, less, add another or geometry for example, like this. And let's push it inside just a little bit in. Now, let's go back to select box. I will select this as a Qatar hold, Shift, grab this and choose union. Now they become one piece. I select this and hit Apply price in though I can move it out and love this one, become one piece of I got inside, for example. If I go inside, you can see it is one piece in the area here is open. As you can see. Right here, we have the intersects. Let's use this one as intersect. Just puts me right here. We can scale up, make it big. Alright? And selected halting of the goddess and she was intersect. And now we just have intersected area. And we can adjust this, go to face and more and more. There's just a little bit to grab more. Geometry, middle zone. And it's very amazing tool by the way. Alright, we explained this side. But here we have the auto Boolean. Let's see what's the difference here. Let's delete this and let's delete this one as well and less add a new geometry, for example, like that. And let's push this inside here too busy. And let's go back to select box. Alright, I will select this other Katara and hold here to grab this. And I will use difference that exist here and the autopolyploidy at will do the same job, but now you cannot control it. Now we lost the box and now we can't move anything here. Alright. If I hit Control Z a couple of time, if I use this methods, I can select the box and move it and within any place. But if I use this, I will lose it. This is a difference between this and this. And if you want to read this in the fast way, for example, let's add another geometry here like that. Let's bucket inside. Yes, a little bit like this. And let's see, we need to cut this area. Selected hold Shift, grab the target. I can hit Control Shift B to open the Bowl Tool for fast way and choose, for example, let's with thrity of the most right here, can throw Ksp and I can choose difference. There we go. Now we got a result. Or if you like, we learned Control Shift P to open the menu, or you can use the shortcut that we have here. Can throw numbers minus four, difference, can throw them. Not bad place for union care thrown them, but I don't know whether this star four intersect. Controlled, not bad slides, 4 slides. Now I can do that. Control minus four intersect can throw all plus four Boolean. You can throw this slack for slides and so on and so forth. Okay? If you hit control, he fights. The same patterns here. You will use the auto Boolean second, alright, for the first time it will be a little bit complicated for you, but just try to make some cuts. Use the tool and you will use to it and it will be easy for you to use. Let's grab all of these, delete them, and let's end this video and see you next. 26. 026 Modeling section Creating the light underneath the bumper: Hello everyone, Welcome back. Here. In this video we need to create the lights that should be above the back bumper. It's right here. It's visible from the site and it should be visible from the bank as well. If you look at the vehicle from the back side, you could see it's right here. And let's see how can we do this. Let's make this small. And maybe we can put this right here. And let's see from where we can start. I can start with Pi Coby, one of these phases, as I have here, I can tap to go to the edit mode. For example, I'll grab this face here with the to the Z tare Coby here and hit P as two separate this new Coby and select the senior Coby tap in to start Creating the light. I will hit Shift a select everything. And here in the attempt, take that away to zero. We don't need any pivot weight. And select this site ID key and move this to the center. And before you push this a central, you just need to activate the clipping to eclipse any overlapping heaven in the center, hit G and move it. Now let's move this just a little bit inside. Like this. Because the light, if you notice here, that should be N, has not reached the surface. So let's try to do that. And from the bag as well, just say key in this bag. Something like this. Light has the same tilde that we have in the body, so we need to keep that. After that, I can hit Control R to add one H here, for example, and can throw it out to add one H here as well and delete this face. We don't need this X F and delete it. Let's go to this side and hits a Hickey to the Z. And let's put this right here. Something like this. And these vertices, we don't need them to reach this area. Let's hit key twice and take those back just a little bit. What it all Swiss, try to kick the images. Alright, let's see. What could we add light exactly. Okay. Alright, I think we need to push the light even more insight. Spica live from the bag. So yeah, something like this. Let's see, grab these vertices, hit key and move those inside just a little bit. But we need to make sure that we need to move these two vertices and keep the tilt as well. You can go to the right if you feel like in Hickey and move those and keep it's aligned with the surface. Like this. And there we go. Okay, that's cool. Okay, now I can hit a and E to extrude this inside like that. And go to the right, hit G and move this just a little bit because it has some tilt here. As you can see, in the same thing for the side. Grab these two vertices had Keith wise and move those like that. It's the archaea. And about the thickness. The thickness is okay. Yes. Just a little bit for too much. And after that, just check the face orientation in case we have no problem. No, we don't have problem, is blue. Okay, now unless try to edit this even more, Let's select those faces or less. Hit can throw off to add one egg here. And the relative can throw be like that. And it can throw or to add one H right here. And maybe we can detached his face. Maybe we can list for us to select these faces. And guess hits. Alright, we need to detach those. I just need to make sure before I do anything. Alright, let's select all of these phases. Ferriss. And it's shifted the just say Coby. And then right-click to leave them back in the simplest and then hit P S to separate those out to about a club this kobe. It's like to isolate the cell on top. And now let's select these faces. And Enlisted P as two, separate those out. And we need to select this phase right here and separate them as well. It P, S. Now we can select this face and this phase and separate this as well as vs. because this should be red and these traces should be off-white, let's say a color like this. Alright, That's great. Okay, now we can excite, and let's select the first phase that we just detach it, this one, this one here. And I need to give it a thickness because I need to use it as a class. Touch it, it would hit a select all the details, all the faces, and then hit Alt E to open the extra menu and choose extrude along normal and gets, give it a small thickness here when you give it a thickness. So we could have amino like this, open it and activate even offset even to fix the opposite like this. And that's called hits a then, and then hit Enter recalculate the normal in case we have problem when it will be satisfied. Give this a bevel, but use angle to give this a bevel and cake. If you have any face in the middle, you need to delete it. Kick. Know we don't have any face here. Alright. Now we gave it a bevel and now it's okay. The same thing for this. Just activate the angle bevel. And that's like to isolate the because we got some problem because we delete some faces turnover. Now, let's see why that's happened. How to check everything. Let's try to bevel the span of only go to aqueous number to hit a select all the edges, and then hit control V to bubble this. Let's give this small bubble. Alright, It seems like we have some problem here because maybe we have some double vertices. If we have somebody like that, we can go to vertex at number one and hit a select all the vertices. And yes, it's M. And she was married by distance. And as you can see, we have two vertices marriage. And I think because of these two vertices, we got problem when we activate the bevel. Let's tap out now at least you to you all got, alright, we still have the same problem of pebble. Let's tap in and let's see why that's happening. Alright, let's put some vertices. We just need to check whether seven. That's weird. Okay, If the bevel doesn't work in the correct way, we can go around that and fix. It. Turns out bevel, Hit a select, everything, go to edge. It can throw be in the vault manually. Ellis add for example, if three pages like this, and now it's beveled at them, pass it. Deleted bevel modifier. In this case we don't need it and keep white normal because it will help you to fix their shading issues. Alright, let's see why that's happening. We have some weird problem right here. I will hit Control-C couple of time before the beveling just to kick. What we got here, something weird here we have we have double edges here. Something like this. If you noticed when I hit key, I got this weird. Here. Let's try to bigger, maybe in the wireframe it here and move it out. Yeah. Grab this, hit XF to delete it. And do we have something like this and any other place? Let's activate the bevel and lyse. And yeah, now it's working correctly. All of that was because of this edge right here. It's like to excite. All right, Now we got something and let's say that we are done here for the light in case we need to do anything, move anything is it will be easy to manage. And now maybe we can go to the bumper and start creating the bumper 27. 027 Modeling section Creating the rear bumper outline: Hi again, and we'll come back. We created the light and now we can create the bumper. And before we do that, I just need to take a cup of this face and fill this area was something. Let's select this and this tablet edit mode. And maybe I can add eight right here. Alright, to use it. And maybe I can select this face and it's hefty, sorry, aqueous phase. Shift the end COBIT. And from here I can extrude it. In the mirror setting here we need to activate the clipping to prevent this ache to go on the other side. Alright, this egg here in the middle, I don't need to give it a double. So let's go to the item and take the, the visual weight to zero. This age, maybe we need to move it just a little bit right here. But make sure not to move it close because I activated the auto merge and they will be married. I will select this and hit P, S to separate it. And now I can move it farther to the site, activates vertex snap in Hideki and overthrow right here. Something like this. In the club, this vertex, this vertex, maybe we can move them through the white gets a little bit. Now we can extrude it up. It's E in the wireframe. Maybe better to see the extrusion. He move this up just a little bit. In this new face, the top face, we just need to scale it just a little bit. Maybe we can scale to the way this way. And then S X. But if you do that, That's will open the front this area. Alright, in this case, I can leave it in there. I will ignore this killing towards the X and accept that killing two there. Why? Now I can hit slice to isolate this piece. I think the faces flipped because the heading is the front, so I will hit a gift baskets. I need to kick of there. If we have anaphase here and then middle, go to face, we don't have any PC or less. Cool. Alright, now I can hit, sorry, I can select these edges. And those here, what you have to clump those here. And the aqueous here at the corner. We can give them bevel weight. And now it's beveled and nice and smooth. This hits slash too exciting. There we go. In case we need to move this inside, That's okay. We can move it inside. Okay, now let's see, create the bumper, the back bumper add. Before we do this, let's try to understand it and let's see how can we created my reference images that I used here inside Blender. They're not gonna help me to create the bumper because we have some details here. Okay. So we have some open area here. We have some stuff here. Okay, let's try to find another image. As you're casey, the egg here is not, goes straight down a, tilted just a little bit towards the car and the middle, or towards the middle. And let's check this here. Alright, the HDRI that we have here, it's bigger as compared to this one. So actually goes up like that. Alright, this nice image from the medulla 2D goes down just a little bit, I think goes straight. All right, let's see what else. Here we have multiple images. Show us how can we created and the details as well. Alright, let's get started. I will list pick this image and make this small Control Shift R. And let's put this maybe right here to Importantly, Alright, from where we can start, maybe we can grab any vertex from anywhere, for example, from the body. Maybe I can select this edge, hit Shift E to the Z and take a gobi. They will use this edge as a guide. Let's go to the right and go to vertices. Select these two vertices of the senior HR to be copied. And let's move this starts from here maybe because it should goes out of the car, out of the body cast a little bit, not too much. If you draw a line like that, you will see that we have some distance here. Alright, so we need to move the chest a little bit, something like that and we can adjust that later. Let's select this vertex city. I will extrude this right here, maybe something like this. Let's go to the right LEC. Where should we put this? Actually, I could put this something maybe right there here In this area, this part right here, I just need to move it to the up. I need to align it with the egg. Here is the idea. Alright, this vertex maybe I can extrude. Now. E, It takes his dog and I just need to align it with this edge. But thoughts, I can't move it down to this eight because it will be too big. Maybe you're right here, suddenly like this. Just to keep a distance. Let's move this cute with a Z, the spillovers here and maybe we can take this back just a little bit like this. Already. That's cool. Now we can scale this, sorry, hit E to extrude it and less extra this right here. And the crop is vertex, this vertex hit F to be Codec. That's cool. Now I've turned that. I need to select these stuff that we just created. Just select one, hit Control L. And you can select the other. We need to take it out of the body just a little bit key and move with just a little bit like this, something like that. And for this edge, I need to align it with this one. The top vertex. So hit G and maybe from the top we can see that. Huggy and move this right here. Let's see what we got so far. It's something like this. And try to make the face twisted. I look at these vertices from this angle, I can see that this vertex that goes off, yes, out of it to this section. So we need to move it back like that. Okay, Hideki and move this, and that's it. Alright, so most nice. Or at least try to kick the images again. As you can see this from this area, it goes down just a little bit. Let's try to do this. Let's take all of these two vertices and move those inside like this. And that's it, something like that. In case you have some somewhat twisted up the vertex that you need and moved back to avoid any twisting. And that's okay. Okay, now, the rest of this, okay, and let's see what else we can do here. Maybe now we can select this vertex and hit E to extrude on the other side to the middle like this. And leave it, leave it like this for now. And maybe this one as well. We can extrude it. We can move it. Okay, something like this. And we have here some details we need to create. So from the bag can throw one. We can see where should we move this? I will hit you and move it right here. Then extrude this down like this. And keep some distance. Because here we have, we could add the edge here as well. And we need to keep a distance here similar to a distance that we have here. You can eyeball it. Hit E to explore this like that to the middle. And that's, that's it. Grab this and hit G and move it like that. Alright, and the C120 cuts so far. All right, that's cool and close. In case we need to make it this big weekend, take those and move those back. All right, now I will select this vertex and I will extrude the inside. And I need to make sure of something. I need to make sure that all of these vertices should be underneath the light. Now if I go to the right, I extruded this to the, to the y-axis, but I didn't move this down. So it's very important to move this down. Alright, to avoid any penetration. In this case, I want to keep the Z. N will dissolve just alphabets. Alright, so we can check it from here. Let's pull this underneath the light, maybe something like this. Alright. It, we can hit E and F through this to the middle. That's cool. For this one, we can extrude it to the right normally and hold Control and stopped with this one and the crop. But this would, this has to create an edge between them. And select this hit E to extrude this here. And we can select those here and create face. In case we need to have a face. That's easy. We can select those and hit F to pay the face here. And we can do the same CNR for all the bumper, but now we just need to, uh, created in general as a line and we need to kick As he wears, the problem and we need to kick if we have done is correct or not. After that, I will fill all of these vertices with faces. And don't forget to detach. These vertices are from the original body. You can select any vertex from it and hit Control L. And you can hit P, S to separate it, and that's it. You can select it and work with this. Okay, now let's create a big face here. Before that, let's take all of these two vertices. And it's going to the right. I just need to move them inside like this. And that's it. Alright, now, I will select those vertices and hit F to create a big face. And this vertex right here. I will use it and create the cuts like this and then hit Enter. And that's it. Alright, here we got, I think we have H goes down and we need to create it. And it would be a little bit farther from this corner, right? Labors. I mean, something like that. Shouldn't be here. And I can do it by adding a club. Alright, at lobe here in this case, it will not work because I don't have here quiet. I have ingoing because I have 12345 vertices. In this case, I can use a knife cut from here to here and enter. Alright, now let's elicit grubs vertex for example. And I will go to the right and hit E to extrude this. And it's extraordinary and align it with this one. Hold Control and hit key and move this down. Right here. I got this. Now let's select this vertex. This vertex hit F to create a connection between them. And let's see what else we can do here. Maybe this big face as we got here, we can fill it with face. So let's select all the vertices here and hit F. And let's make some connection maybe from this vertex down like this. And don't worry of this edge doesn't go sit right? So okay. Alright, that's cool. Let's check the images again in case we have any problem. Alright, I think these vertices should goes down just a little bit. And if you a few cake this area, this egg goes insight from this point like this. So our case, it sits right, and that's not correct. And we need to put that in consideration. Before we do that, I need to kick this area is what I have here is correct. I don't know. I feel that's what I have here. It's a little big. In this case, I can grab those, hit heatwaves and move those up just a little bit. Or maybe one-by-one club is just twice. Take this up. Something like this, and this one as well, key twice and thetas up. In make sure that you have, you have no twist here at this face. And be towards, alright, now it's makes sense in a cluster what we have here to the reference image. Okay? Mr. Lay those here. Let's hit F to create a face. And let's see what else we can do here. To finish it. Let's select this vertex and less extrude this insight. Maybe right here. And let's meet up here in this area and align it with this vertex. And let's pick connection between those four vertices. Hit F, least, align this spectral key twice. Hold Alt and control and stopped here. Alright, that's not gonna work manually. Let's do this twice and move this here. That's better. Let's hit Select to isolated the, select these vertices. And I will extrude those two the Y or I can, I don't know. Maybe I can either an egg here in this area and select those here. And hit F, something like this. And then make connection to these vertices. Alright, for example, let's hit K and make cuts from here to here. Hit Enter, and select those here, and hit F to add the face here. And there we go. Let's, it's like to see what we got so far. Alright, we got a gap here. Let's say Club those key twice and move those inside. That's cool. We have bad heading here because of the bevel. You can hit a and sweetest zero to avoid this. That's cool. I just moved the images out of the screen and I just need to make some connection here. These vertices had entered, use knife toilet K and make cut here and hit Enter. That's better in this faceless fillets. F. And now we nice job, and it's not finished yet. We need to add Bevel and maybe subdivision surface. But let's end this video and see you at the next one. The next video we will try to complete it and finish. Alright, so that's it. Then see you next? 28. 028 Modeling section Creating the rear bumper: Hello everyone and welcome back here. Let's complete Creating the bumper. And let's see from where we can start and what, what should we do? Okay, maybe now I can extrude these vertices inside. Before I do this, I just need to make some case here. Let's, I'm thinking of adding new egg here. Alright, let's select those here and hit E to extrude those to the y-axis. And let's add a new array here, this area, something like this. Maybe now we can select those and hit E and extrude them to the Y. So not all of these vertices, just, just those here. Okay? Hit E and F through those inside like that. We came up with them even more maybe right here. And I will add edge here. And I just need to move these vertices right here maybe and make some connection between these. I want to grab this one and hit key, hold Control and start with this vertex to all lit and select those three. Hit F to fill this air with face and a line this vertex with this one hit key. For example, to do I hold Control and stop it here. And that's cool. Okay? Okay, Now maybe we can select this and hit E to the Z and told cancel and snap it right here. And will those together. So latest one here, the key hold cantatas, not this right here. And make sure to activate automatic to achieve that. And I forget to activate screencast key. Okay, Let's activated right here. Okay. Alright, now let's select those iterates through those again. And let's move those here. Key and move those right here. Alright, maybe I can now select these vertices in that wireframe mode and take this bag. Hickey. Move those here. In metabolic, maybe I can grab this one and move it. Had key and a line this right here. Maybe this one had key and a line is here. Alright? Or maybe down. I think that's will be better. I mean, I can select those and hit the Z and move it down right here. And now I can hit the key and hold Control to snap this vertex right here because I need to plug this area. That's why. Okay, now let's see what else we can do here. Let's start with this vertex. Maybe we can now make some extrusion. I will hit key and snap this vertex right here. Align it with this one. Okay? Okay, maybe now we can all these vertices up, but let's align this vertex with this one key to the Z. Hold Control and stop here, stopped right here. Now let's, let's select this vertex may be or even this one. Okay, hit E to extort this, hold Control snap this here, hit the a can, stop this right here. And this again, stop it here. And here as well. And I just need to move it and very just right here. Make sure to snap it correctly. Hickey, hold control it. Or maybe cut some problems with zoom in, hit the key hold Control and stopped here. Yeah, cool. What else? Maybe now we can select this vertex with this one is E to the Z and X through those here maybe, and move them back. Something like this. And select this with this. Those four vertices hit F. Alright? And select those here as well as F. Notice try to fix what we have here. I think we can move those forward just a little bit. Something like this. And those share as well key to the X. Alright, now we can select those four vertices and then hit F to fill this area. Let's see what we got. I will hit Select to isolate this. I just need to see whether there is a letter I got here. Okay. I got some problem. By the way Let's try to find a solution for these faces. This one right here. This face, this face. I can move these vertices up and move them right here. Or maybe I can make them key hold Control and mercury this right here and this one as well, key hold Control. And maybe this year thus will be better for me to make them a triangle, not quiet. And to avoid the overlap that I got here, I can select those all of them and move them just a little bit to the X. Something like this to avoid that overlapping. And they can accept a result like that. But the front, this area, we got some problem. I need to hide this place. Okay, maybe I can hit Control R and add H right here. Something like this. In one egg here and extrude this area. Club, this, it's E to extrude this up and make some connection between these vertices. Let's move those forward just a little bit like that. And he to this year as well. Now let's select this vertex. Hideki, move it, hold Control, snap to this vertex. Something like that sort of work. And this vertex, this vertex, we can move them back. Alright. It's like to isolate it there. Let's see what we got so far. Alright, this face, I don't need it. It's not visible at XF. And this face right here, we don't need it to delete it. And maybe we can make some extrusion. Let's see what will happen. If I extrude those like that. Has like to reside. Let's take a look. Alright. Let's do the same thing here. It's E and F through this and hold Control and stopped right here. And marriage this vertex, this mixture, it's married. It G. Hold control studies here. Alright, that's cool. And select this. Alright, let's see what we can do here. I can select these faces and I can go to face and choose solidify face. Solidify this out. But it's not as not gonna work because I think we got some problem with the face orientation. If I go to face our orientation, I can see if I have, I have problem. This face right here is blue and the other face, alright. I will hit eight and hit Shift and to recalculate the normal to fix any I have here. Now, I rectified the problem. In this case. Turn off its orientation. We don't need it anymore. Let's move this story. Let's move this image. Alright, let's put this right here. And let's select these three phases again. For faces and go to face and Q is solidify face. Let's give this a thickness like that. Idea. I did this to connect it with this one. So now I got a face here. We don't need it XF. And we got face here on this side and that's wrong. We don't need it as well. Those hit XF. And here we have vertices we need to marriage. Let's make those better. I think. G or Control. Key, hold Control and stopped here. Great. Alright, let's select this. Just hit E. Hold Control. Slab is right here. And done. That's very cool. It's like to exactly, Let's see what we have done so far. Alright, that's cool. We cover this area and we just need to go to the fender flyer. And maybe we can make some kink for this. It's like to isolate this. Maybe we can add an H club like that and extrude The face that I have here, hit E, E and extruded move, move them manually to the x-axis like this. And let's see what we got so far. I just need to make sure to cover everything. Let's check it from inside. Alright, let's move those back. I just need to see what's happening. Or something like this. Here we have some vertices. Okay, let's go to wireframe his Z, and let's select these vertices. I just need to move those back. Hideki and move those right here. And I just need to align these vertices. And I think all of these vertices are aligned except for this one and we did it. I do have anything else here we need to do. Let's talk about I listed like this. And let's select these vertices right here, and let's move of those just a little bit right here, maybe. That's better. One more thing here we need to do a will go to wireframe and select those. Or maybe I can select those here. Hickey, and move them just a little bit. And make the distance up here and down here. Even in maybe I need to move these vertices are even more. I know that's can affect the light shape and we will kink that. Let's go to the lights. Let's select all the details of the light. Something like this. Tab. You have anything we didn't select it. All right. No, I think we saved everything. Sorry. Deselect the bumper. Go to the right, touch it, it is mod. Go to vertices and select these vertices. It key. And let's move those right here and manually select those. And those as well. Somebody like this tab out. And that's it. Cool. Now what else we need to do here? We covered almost everything. Alright, now we just need to make some tweaking to the fender flyer when we extrude it. Some edges here and needs beveled weights. And we need to give a double weight. Let's go to item and pushed us to one. And let's see. This is a concrete level weights all these edges, by the way, this one, this one, and those here, and even this one, select them all like that. And let's give them the full weights to one. Alright, this one, those here, but we'll wait one. Alright, those here as well. Okay, that's cool. What else tab out and let's see if we have any shading a problem. If we have any heating problem, that's been one of these edges, we didn't give it to pivot weights. And as you can see here, we have shading problem. Let's give this one but for weight and none for it. Alright, Now hits like to excite. Notice Fork with the bumper. We covered the most important parts from here and now we can make a gift for the bumper some level when a specific edges. So let's try doing that. Go to the edit mode. And now let's select some edges starting from these edges here. By the way, leaving the age like this, it's working. But if you want to get better results, cats conduct them like that. That's what will be better if you leave them like this and just use the vault. This problem actually, but if you want to use subdivision surface after the leveling, it's wrong to leave this in gone and gone mean face have more than four vertices. Okay, so we can see this face have almost 23456 vertices and that's wrong. But if I hit K and make molecule like this. And another key, I will change this face in this phase and this one too quiet, and that's better. Okay, so now let's delete these edges, right? And those here. Okay? And what else? There was here at the corners. Alt click, select this. And those here as well. And even those here. And this one here. All the edges on the corners, select them. All right, let's leave this one, the one Kimberly, this one here we have a corner and those here as well. When you select the edges that you want to give them bubble with Alt click to select this one and this one as well. Bevel way to one. And now we gave them a bevel. Now let's start out and let's check what we got. If we have any heading problem that's been we need to fix it. For example, this one, I need to give this a bevel to kill this artifact here. And that's cool. We didn't give this a novel way. So let's give it a pivotal weight. There'll be better. And what else? Alright, let's check them evolve. I didn't check it. Let's check that model bevel less close. Literally the weighted normal, because actually we don't need it because here we have Hard the normal. If Hard the normal doesn't give us the correct result. We can try the weight is normal, but for now, let's turn this off or deleted. And let's check that a motto bevel 0.1 less at 0.3 to make the **** and just turn off a clam overlap. This will limit them of all, I need to open the vault and make it big. When I open this, I got some problem. I got some problem right here. Let's see why that's happening. Do we have the bill vertices here? Alright? Because suddenly right here, I didn't recognize it. Alright, to avoid this baby, we can add a cut, goes like this. Let's try. I'm also quite sure India, it's works where they added this edge level nub works correctly. I think that's because we have sharp angle, something like this. Maybe. But no, it's better. Alright, cool. It's to rocking. Okay, let's see what else we can do here. All of that without subdivision surface. There is of this fine for me. I can say the holiday, the only thing that we need to do now is add hold right here. We have a whole, if you noticed, and it's covered for this image, but I think it's opened for the other images. For example, here, it's open. So let's try to create this. It shouldn't be smaller than the open area that we have here. Almost. I don't know how to make your responses. So quite big. Let's try to create something like this. Go to the edit mode. Hit can throw RLS at age about here and keep distance, something like this. You can compare it. It was your eye. And I know it's just a little bit of imagination. But in general is not something complicated. Let's add H right here because it's not so big. Grab this face, hit E to the Z and X through this. Something like this. And tab out. Alright, that's cool. Alright for me, I think I will add a cap here so I'm not going to extrude anything. But what I will do it as, Let's see what we can do or less extra this. Let's explore this. Something like that. And this age, it's B as two separate it and select this edge tablet with motif a. And I just need to move this face towards its normal, this phase, the phase direction, it goes like this, and I need to move this to the face, darken. I can go here and use normal. If I want to move this and it will not. I came over to the normal, but there's fast way. I can hit Alt S and move this to the direction that I want. Something like this when you complete, hit E to mix extra, some tweaking to this face and it's extruded on the wrong direction. Hit Shift M to recalculate the normal and done. Now we need to give it a specific amount. Head control, a applies killing case. We have no problem with the scale. And if we don't want increase the level of a bevel or maybe we didn't gave it away to normal. I will tab hit a select all the edges and give it weight is normal to one. And that's it. That's better. Select the bumper. It's like to isolate it and we didn't give you those weighted normal, sorry, we didn't give it a bevel weight. So let's select those and give them bevel weight. And by the way, I don't need to grab those. Can cancel them. Alright, let's give them one. That's will be cool. It's like to excite and that's better. I don't need to open this area and add some stuff right here. Alright, now we got very nice results. It's smooth and beautiful and it's close to the image. Results. Cool. Alright, so yeah, now I can image video and see you next. Okay? 29. 029 Modeling section Creating the front light: Hello everyone and welcome back here. Alright, now let's start to, let's start with the front area. Now I will focus on the details, Creating the HeadLight, fixing the problem with the front bumper here, and do a lot of stuff. And I guess add the cylinders here. I just make some tweaking here and system phase and put it inside. This is not the final result of the tire. I just added this to the vehicle just to give it to give us feeling that this fecal stand on something. Okay. Now, I need to start with the fraud HeadLight. And let's see how can we create a sphere this, try to understand it. Okay, Let's see words for images. Sorry. Alright. We have a lot of images. And let's try to find nice one here. For example, this image right here. We have in the front we have a glass cover, and underneath it we have the light and some frame, black frame here. We need to create and it should be easy. But here, I don't know. We have something here. I don't know. What is this? Maybe the lights should goes like this. Something like that. Let's try to find another image to enter side that even more. Alright, I don't know what is this? Bads. Let's try to search for another image here. Okay? Alright. It seems like the end of the light interior and this is just Bart of the of the lights from inside, but it's not emit any light. Alright, just the geometry here we need to add writes. I can now let's get started. Let's see from where we can start. And let's try to pick one of these images, maybe this one right here. Alright. Let's move them here in this area. And let's start Creating the light. Fairest. Let's try to, maybe I can start with the body. I just need to pick a vertex. Maybe I can copy a vertex from here. Just Coby it's anywhere and hit E to throw this and create an edge. And from here we can start creating the, the light. Let's zoom in here and let's see. It should start from from the corner. It's not goes in. So that's mean I can select those this vertex and this one and hit G. Let's move this to the why. And move this out to the X. Something like this in HD key to this here and move those down. And let's start from here. Or maybe we can move this in just a little bit. Alright, let's select this vertex and move this up. Keith fuzzy. Sorry, we didn't select it. Let's take this out to the white just a little bit. And had key to the Z. And let's move this up here. Or if now I can select this vertex with this vertex and hit E to extrude this. And in the front. Yeah, something like this maybe right here. And now we can take those out key and move those out. Right? Something like this. In the front. Maybe we can put these vertices in their correct position. Let's move those through the Z here. Grab this one, hit G to the ZN, this right here. Analysts timberland, and let's see what we got so far. Alright, now I can select this with this and putting those inside like this and extrude them. It's E to the center and we can see that we have some overlapping. Let's go to the mural and activity clipping and ticky animal this. There we go. Alright, that's cool. I will hit G and with this forward and align it better. Something like this and this vertex manually, I will add key and Z and move this down. There we go. Alright, now let's add An H right here in this area, because we have a gap here. Let's start to fill it in key to the white and move this here. We will do that manually. We have some overlapping here. We can go to front He key to this. You can take this vertex gets a little bit down, something like that, and add another eight here. The same scenario just moves forward with a Y. And let's move this right here in the front. Maybe we need to select this vertex and move it down just a little bit. Something like this. Alright? And maybe you want to be here and move this forward. Qi. Well, there's replicas down just a little bit. All right, That's cool. Okay, So cool. Now we can give this a thickness. But before we do give this a thickness, I will select all these faces and hit P as two separate those. Alright, now, these phases are not connected to the body. And now I can, it's like to isolate this tab hit a, and now I can hit all tie to open decks 3D menu and extrude a log-normal and give those just a little bit of thickness like that. And that's great. Now I can select this age and I just can add one H right here. And the club, this one had key twice and push this inside gets a little bit. Okay. To avoid any overlapping with the body. Okay? And let's see what else we can do here. Maybe we can give you this a bevel, this tab out. Close the mural. And let's open the attempt and let's see the bevel rocking with the weight here, working with the waste. So we need to give it, wait, wait, wait. Let's select some edges. Let's talk with this one, alt click, Bevel weights to one. And those here at the corners, Alt Shift click, give them bevel weight to one. And this egg and this edge, and this one here, beveled weight one. And even those here in the bag give them bevel weight to one. And notice target that other edges. This one alt click Bevel bit weight one, and those here as well. Level weight one. And here in case we have a face in the middle, we don't need it. Alright, we don't have a face right here. Let's call this tab out and let's see the result. We got some weird shading here. We can hit right-click and make, Hey, this mouth and out smooth. And don't forget to activate harder than normal to get better shading. Or they just that piece of glass. We can activate subdivision surface if we like. But if we want to do this, we need to support some faces. For example, if I tab here, you can notice that this face is very small as compared to this one. And when you activate subdivision surface, you need to subdivide this and add support a yellow because the algorithm of subdivision surface will push the, the smoothness to this direction. Okay? So we need to add an H right here to stop that. Support a club. For me, I will hit Control R and add maybe three or four here and one here. Something like this too. I just wanted to make this distance even. And I can select this or I can add edge, support a globe here, and support eight group right here. Now, I can activate a subdivision surface without any problem. And don't forget to add one here. And as you can see, kick the difference. Maybe I can activate wireframe to use her could understand what happened. I had Keith wise check what's happening. Chegg, this edge when I supported how it will goes up. Okay? So that's very important thing to do. Can throw our to add one H here and move this down. Alright? And we can maybe add one H here in the middle just to support it from the middle. And do we have any problem here, or it's because something weird here. Let's try to turn off subdivision surface. Let's see, hopefully that's having the stub outs and activated. These vertices goes like this. I don't know why. Let's try to find out why that is having something weird. Let's activate it and let's tablet is more to hit Control R to add one H. Or it seems like this area is not connected. The problem is when we added a support, a globe right here. The distance from here, it's okay parts. Right here. New edge reached this vertex and they are welded because of auto America is activated. Auto marriage. Because of that we got this problem. In this case. I can hit controls a couple times and delete this, support a club that I just added. Alright, so let's try to delete them. Yeah, something like this. Alright, now let's, let's add this support a loop in the correct way. I will hit Control R and put this up and hit E to activate even. And now I can put it in the correct way. And when the same time. I kept the distance correct. Along all the age. As you can see, the same scenario, let's do it right here. Can throw out the new age. Move it down just a little bit, hit E for even. But now the alignment working to the upper edge and it to flip digest, hit F to flip it and take this almost right here and confirm it's okay. Now let's add maybe one here in the middle or to support a globe tab out. And now let's activate subdivision surface. And now we don't have any problem. Even if I go to the edit mode, everything looks nice. Tap out. And that's cool. Sorry. Yeah, that's cool. Let's large and let's see what we got so far. Let's check the error right here. It looks nice with that. We don't have open area. And from here as well, very cool. We have some space here, we can fix it. It's very easy. I can, for example, move these edges forward. These vertices, maybe in the wireframe mode, just to grab them and hit key. But before I do that, if I move those forward like this, we'll break this area. I will have something like that. And to avoid this, you can temporarily delete the support edges that you add it. And now you can grab these vertices and move them forward. Key to the Y, gets a little bit to block this area. It may be those here. We can move them just a little bit to the X, just a little bit like this, and that's it. Now we can add edges that we added here. That's cool. Alright, that's cool. Now let's see what else we can do. I will select those and turn off the veil and subdivision surface timber or less and less selects the outer edges. Alright, let's see what age is we need to pick just the outer edges. Hit Shift D and take a new copy like this to the y-axis. Something like that. Or you can heterocyclic to leave them in the simplest and then hit P as two separate them. Now, this new age that we copied, let's hit Select to isolate it, and let's work with this. I will hit tab and go the edit mode. And let's see what we can do with this. I need to use this as a border and I need to start from the beginning. So let's take all these vertices head came to realize to delete them and those here as well. And the support, a clue that we added here, Control X. And even those are in it till to leave those. There was just that support a Clubs can throw likes to dissolve them. And let's see how can we create the border. I will hit F to create a big face and connect these two vertices that had the gay lot of those K and those Kate and those as well. Okay. After that, I will hit Alyssa, bring the image. I will hit Control R to add an H right here. And hit E, E to activate even. Let's move this almost right here. And let's see what we got already. That's cool. Can throw an R here as well. Hit E to activate event, hit F to flip it on the other side. And let's do the same scene over here. Now we got this. One more H. We need to add here something like this. And that's great. And what else we need to do here? Alright, so maybe now we can delete these faces. I will look love those. Hit XF to delete them. All. Before I delete those, I will I will take a copy of this to the Y timber level live with right here. Maybe I need it and come back here and delete these faces is X to delete them. And there we go. Alright, now let's add some support a glue to start with these edges here. Can throw be and this level here, and can throw all are to add support a club here. And one here. Can throw our support a club here. One here. And let's see what else we can do here. Alright, now, I don't need any bevel, by the way, just I need subdivision surface and delete the weight normal. And now we got this crop, it tried to click here the smooth, and now it's become a smooth. So I will use this as a border. Alright, that's cool. Now I can select this and move it forward. I will use this, this phase for the light. I will touch it is mode. And now with these paces selected, I will hit Alt S to move these vertices two to the normal direction. So I will hit Alt S and put those back just a little bit, something like that. And I can hit slash to isolate this alone. To understand what I did here. This edge, they're heavier. I will move it to his daughter Kim key twice and just move it. I need to get results similar to what I have here. Okay? Alright, now we got this. And let's see what else we can do here. Hello, and I think I will make these vertices with the corner like that. That's will be better. Those here as well. Okay, that's cool. And I don't know, maybe we can give those bevel or I can leave them like that. But these phases in the middle, we need to give them light material, so we need to detach them. Hit P has to detach them. Okay, That's cool. Club this right-click. Shade Smooth, make it smooth. And just smaller tweaking here. I can grab those and double dose. Something like this. And even this one, I can collaborate the ambivalence to get better shading here. And this one here, this moth as well, to make it smooth and assets known as hits slash. If I grab this anhydrides Timperley, I can see the details of the light. I have the border and we have the other details. Okay. Alyssa, bring back of the light and yeah, there we go. Now we created the front lights. Alright, so that's will do it for this video and see you next. 30. 030 Modeling section edit the front bumper: Hello everyone and welcome back Here. Okay. That was the time to fix the problem that we had with pumper. The front bumper. I got new images and I have them here. When I created the bumper, I wasn't have enough information to understand what's going on inside of the bots. I got new images and now I I have some images. Can show me what's here. And that's me. We need to fix the front bumper and make it better. Okay. And before we do this here in this area, when we created the body or the front area, we got a twisted face, twists his face me and I just got to show you what I mean. I will hit Shift a to add plane. For example. Let's move the player right here, twisted face me and something like this. Something labors. Alright, this is wrong. Okay, this twisted. And we got some twisting right here. I look at this face from this angle. It could be this egg should goes like that. When you align it like this. Alright, but what I got here, that's not working. And I was asking if they designed the car like this, but I found this MHC Blueprints. And I noticed that this H naught goes, sits right down, it goes off just a little bit. We have a tilde here. And when I did that, I show you if I grab these vertices and if I move those, if I look at this risk from the single end, if I move those to the X, like this key to the X, I can fix the face. That was better. Now it's correct. Something like that should be like this. But I wasn't know that the age that should goes like that. Alright, Let's tab out. And now we got correct results. Now the face not twisted. And now it's better. In the same scenario for the bumper of we moved this edge just a little bit like that. We need to align in this age to this agent. I mean, this line goes here. Now I could go to the bumper crop, these vertices, for example, in men really key and move those right here. Okay? And align those. Maybe in the front. We can understand that better. Yeah, something like this. Or maybe we can move the chest a little bit like that. Alright, okay, we fix this problem and now it's better. And I was beautiful. And now it's the time to make some change to the front bumper. Okay? And let's see how can we do this? Alright, from here, we are good, here we are good. And here as well we are good, but we need to add some details. Should goes down just a little bit. Almost like this. I mean, this edge, for example, we should take it down to get a result like that. And from the side as well. And it should be like this. Let's select it and let step. We add the sport a globes when we added the subdivision surface. So now I will turn off all of these stuff and delete the support a globes because I need to work with the bumper a freely without any extra acres. And I can add all of this letter. I just selected them and it can throw X, dissolve them. And this edge as well Control X is always some edges here. This one and this one. Alright? Alright, now it's become a clean. Now I can work with it and it will be easier to meet to control it. Okay, What's the first step that we need to do? Let's select this vertex right here. And these vertices, they should go in gets a little bit like that according to the image. And in the same time they should go down like this. Something like this. Let's try to check another image. I need to understand that even more. Okay? At least Sarah and new image. All of these semi gets from the back. Alright, let's see if this correct or not. Okay, let's select those here. Maybe we can move those down just a little bit. Something like this, and try to avoid any twisting while you moving. So vertices. Alright, that's almost cool. Let's select these three vertices maybe. And let's go to the right and let's see the alignment Okay, I will hit here and move those a little bit like this. Maybe. Let's go to wireframe and let's see what we can do with those. Let's select those and hit G and align them like this. Okay? This one had key, and this one key and move it like this. The idea is this line to go like that and align all of these vertices with it. Okay, the easiest way to achieve something like this. Alright, let's see what we can do here. Alright. I can grab those. And he keeps wise and move them forward like this. And use the knife tool. Accurate inmate cut like that in a line of the cat with a line and hit C to cut through in case we have face on the other side, we need to cut and make it a cut like this and hit Enter. And now these faces, we don't need them XF. In this article by using this idea, we align these vertices. Let's see what we got so far. Alright, we got a line vertices now, I think we could move those on our list, make sure that's not causing any problem. I think we could move those bag. Something like this. Alright. I'm alright. And maybe in the same time, take them down. Okay? Alright, something like this. And then extrude them less aligning the edge that we got here with this. So it should be underneath this line of the growth. Yeah, it's almost zero because that's close. Alright. We are in the GSA and on the right side. And now when you come with it that actually I think we moved these vertices too much. I don't know. They feel that let's go to the right and let's see. Yeah, we move those too much back key twice. And let's put a little bit like this. And men really had ketone Z and move those until they lined with this page. And now let's hit E to extrude those back or back like this. And let's see what else we can do right here. Let's go to the right and let's see what's will happen. Actually. It's not necessary to move a straight. We can take it down just a little bit and then extrude it again. Alright, so we can control this. Okay? Something like this. I will leave it, I will leave these vertices right here for now. And later I can decide what I need to do with them. Alright, now the bumper, it makes more sense. We need to separate these by, by the way, from here, we need to separate these faces. So yeah, this grab these phases, these phases like that in those two here. And sobre this face hit P as two, separate those. And listen like this. And let's work with this. Alright, I think we got the mistake here. This phase, or they will delete it XF and this tablet mode. And let's go to the vertices. Let's make some connection here. Probably this vertex with this one hits F. What else? The SEC grab those flat five vertices, hit F. And now we got to pick face. And maybe we can make a connection from here to here. Maybe hit enter, something like this, and we'll visit vertex key twice and take this thought. But to activate auto married twice and move this here it twice ain't lying this right here. Something like this. Already. That's cool. Okay, Let's see what else we could do right here. Okay, this edge right here, maybe we can extrude it from, from this angle. Maybe just hit the extrude this right here. And maybe we can move this up twice and align it with this one. And yeah, they're married automatically. That's cool. That's what I want accurately. And we can give us beveled weight. Can go here and move this to one. And now we have bevel weight. That's great. Tried to complete this. Okay? What else we need to do here? Maybe these two edges, this one and this one, we can extrude them just a little bit. Alright, let's check. Yeah, I will extrude all of these, sorry. Grab them and hit E to extort them Yes, a little bit. And let's make some molding key to the why. Let's move those even more. Something like this. Club is vertex Hideki hold Control and will this right here. In case we have some problem here, we can slide this and fix any problem. Eventually all of these vertices will be hidden. Parts. I like to get good results. The SEC love those and give them bevel weights. Okay, what else we need to do here? Alright, let's accept this result for now. For any reason, if we want to make it better, we can make it better. Let's select those here. And you will remember that we didn't selected this face. So let's bring this bag just to grab those three edges and hit F. And I will add an H right here as a support loop. Age. Just to make a face here, I want to select this one, hit F and F Again, that's it. That's great. This age maybe we can give it piffle weight to one. Alright, that's cool. This egg here. Maybe we can give it the VL weights and lovely to see what else we can do here. It's like and let's see, grab this H right here, hit E to explore this. Okay? And maybe we can add eight right here, something like this. Move this edge up to align it with with this. I think they call it Rocker panel. Somebody like that. Okay, anyway, let's delete this edge here and let's move this up. Alright, that's cool. All right, I don't need this is deleted. Close this. And now let's see what else we can do here. Maybe I can select those and move them just a little bit more. Right here. It's very important to live them hidden. So let's pick up those, hit S to the Y zero and go to the right. And this Hickey, This PSC. That's great. Right? And these faces and the middle, we can take those down just a little bit key to the Z and align them with these vertices or edges. Let's hit S to the Z zero Intro to make those flats first. And from the right, maybe we can understand that better. Alright, you dizzy. Hold Control and start this right here. So now they are aligned and they are waiting for us to collect them. And we will do that. Alright, let's see what we can do to this area. Actually, this tried to make something here to block this area. Okay, what we have here, Let's add one edge right here. Sorry. Let's pivot that can throw be two to maybe. And I will hit you to move this just a little bit entity to extrude it. Okay? Okay, something like this. Club, those hit E to the Z and throw this up. And by the way, it's not so quite necessary to, to follow the design 100%. Okay, I, by the way, I can, I can make some connection like this and block everything. But I will take those up and like this. And now if I other camera right here, nothing will be shown here. Okay, Let's take this face, maybe back just a little bit. And these ages. Alright, that's cool. What about this arrow right here? Acutely, we need to make some connection here. Let's go to vertices, and let's select those, hit F to create a face here. That's will be better. And maybe now we can select this vertex with this one and extrude those up. Or maybe we can extrude all of these vertices up with a G hold Control and stopped here. This makes sure that they are welded and yeah, that's right. I can hi the tire hit H to hide it to work here. But her Alright, now let's see what else we can do here. Let's try to find another image for the front tire. We just need to understand what's going on right there. I don't know if we have an image can show us what we need here from the bag. And we have image for the front area. We have some stuff here. Okay, that's great. Alright, we have image. Alright, seems like Let's bit torrent. Have an image can show us what's going on here underneath the fender. Let's go back here and let's try to block this area and that's it. Let's select the fender flyer and the staff who would maybe we can select to isolate this and maybe we can select these faces and copy them. Coby, these faces here. And we can start from here, hit Shift D, take Coby, right-click, leave them in the simplest P as two separate them. Select the supraorbital, the top it's a and then E. And right-click canceled extrusion and manually move it like this. Let's see what we got here. Hickey, and let's move it. So maybe right here. Something like this. Yeah, that's cool. It's like to isolate this piece and alright, maybe we can hit this and align it like this. I will delete these faces XF and less excites me. See, now what we got so far. I will go to edge and select these edges. Those here. Okay. I don't know, maybe we can take this face down. Hikida busy and move this right here and avoid any penetration. Alright, cool, Loveless, go to the edges and let's select these edges. For example, if to create a face here and this with this, if I just need to plug this area, that's all what I need. And if we went inside too much, we can go back. Alright. Let's go to vertices, for example. Grab all of these vertices, hits like to excite in many religious hit G and move those back here. Something like this. We can grab those and it gives us E and move those down. Something like this. Even this vertex, this same scenario. Alright, let's add an egg here to this area like this. And let's select this vertex, hit E and align it with this vertex here. And this one maybe we can alliance with this one button. So let's select this. And let's select this vertex in Hikida Z and move this right here. And laptop article up this tab key and move this here and align this here. Alright, so what else? This here, just a little bit. Rights. Ok. Ok, to see what else we can do here. Can we move this just a little bit, maybe right here? What about this vertex right here? Actually, we don't need it to be like this. So I don't know, maybe we can hit you, go to wireframe. I will hit G and move this like that to the why. And maybe this one as well. And I can even manipulate the bumper just a little bit and move these vertices like this. Alright? This part is very annoying and I know that's by the way. But we have to go through all of that to block the area. Okay. Yeah, we almost zero. We don't have much to do here. Okay, maybe we can hit Control R and it add 28 right here. And let's see, maybe we can select these edges and eth0 and extrude this right there. Right? Something like this Alright, so maybe we can select this vertex and hit Q to the, why. Will this forward just a little bit? And take this down key to the Z and move this down in the lineups to the surface. Maybe we can hit Keats's. You can move this up. Just a little bit. Rights. Can we do this? Let's select this one. Z line this for this vertex and this one as well, you to the Z and aligns with the surface. All right, now we plugged everything. Alright, what else we need to do here? We got somewhat twisted faces here. Let's try to make this face like that. That's will be better for the heading. And that's not going to affect anything for the tire, for example. And yeah, for now let's accept this results. It's summers and a lot of stuff. But yeah, we did. It's actually a little bit annoying. I know that. But it's done. Here. We have some overlapping here between the phases. Let's select these vertices. And let's move those just a little bit right here. The same scenario for those. Love this and move it. And maybe this one here. Or at least probably just that, sorry, I just made a mistake. We can move it here. What about this? Something like that. Alright, the body now it's become a little bit visible. We can avoid that by moving these, these features inside, by the way, the syllabus and this hits like to isolate it at, let's see what we got so far. Actually, it's better to movies Faces inside gets a little bit. I going to share with me and vice to leave those. And if I hit Alt S, it can move these phrases inside. And that's something important to cover this, this part of the body, Alt S and just lay those inside. Not too much. Just a little bit. And I think now I can move these faces to the X and cover, sorry, GTX. Do have any problems TX. Okay? I think that's will be better to be still have some overlapping right here. E to the white and move these guys are other bits. Then key to the X. Okay, that's cool. And the same scenario for this UI. Take this out just a little bit, not too much. Okay. For the bumper from here, maybe we can extrude this up. Alright, we got a lot of Fork here to do accurately. It's really annoying. Or maybe we can, I don't know, maybe we can extrude this face. It's E to extrude it in manually move this down. And from here maybe we can keep Lizzie and take those down. Okay, and a line is vertex actually, whereas it should be aligned, it's maybe we can align it here. Something like this. And you can move this vertex if you like. Something like that. If you want, or you can leave it. No one can see it. All right. I think now we are done here. I don't want to spend more time here. I spend enough time just to fixing this area. Alright, that's probably just a little bit like that's okay. Or at least like those key to the first, it's okay. Now let's hit Alt H to bring the tire. And we brought all of the shrink stuff is hide them again. Alright, Good job. Well we got here but takes too much time. Actually. It's become a little bit boring parts. Yeah, we'd good result here. By the way, we didn't finish, we need to make a connection here between those and fix the heading and do a lot of stuff. So we will do that in the next video. See you next 31. 031 Modeling section add subdivision surface to the bumper parts: Hello again and welcome back. Recently we created these details here and everything was nice and fine, but I just discovered something not make sense. If I rotate this wheel or this tire to the z-axis tool, reach this area and I will get some intersection here. And that's not make sense. I didn't notice that when I create it, all of these stuff. But later when I finished editorial, I kicked the distance and I save, that's not going to work at all. So here we have some work to do In this error. We need to fix it. Firstly, activates screencasts key, and let's add number one here. Maybe we can move with just a little bit right here. Or maybe we can even, I don't know, where is it mouse size, we can make it a little bit smaller and move it down. Something like that. And let's see how can we fix our problem? Alright, how much rotation we need here? Something like this. That's what a rock and that's will be normal for a car to be rotated like that? Or maybe even more like this. Okay. Yeah, somebody like that. I don't know if that too much or nuts. Are too busy and maybe we can take this right here, okay, something like this. First, I think I can make some changes here. What I need to do is I need to take these vertices and just move them back just a little bit. Alright, so I want to crop them like that and hit G and move those back like this. But we will have some variation here. In this case with I will do is I will use vertex snap and had key to the Z and snubbed this right here. Okay, let's now connect these vertices with those here. And to do this, I will hit G and move this bag key to the Whitehall, can throw them all of these right here. We got these vertices doesn't swell, did it manually hold Control and snobbish here? And that one, I think it's married. I don't list zoom in here. Just need to check. Sorry. Yeah, It's Mary's. That's cool. Alright, so now we have more space here. And now we can select this and tab and make some tweaking. Alright, So hits like to isolate this piece alone to work with this. And let's see from where we can start. Alright, let's delete these faces and it's tried to push those back. And let's see, what's gonna happen though is maybe as well. Okay, and I don't know, can we push those? I will hit G and those like this. And I will hit slash to excite. And now it's working. I was better. That's cool. Something like this. Okay, let's make some things here. For example, I can move these edges and extrude them like this. This is like to see what we will get here. Hickey and move this hold Control, establish vertex right here. And just willed them. Let's move this. Yeah, they are married. That's cool. It's like, let's see what else we can do here on this area. Alright, maybe I can do something here. For example, I can hit, can throw all are maybe or biannually make our cuts. Use knife tool. It may cut like this. Okay. And this edge I can delete it, hit Control X and grab this a kid can throw be. Just need to make sure. Yeah, we don't have extra phase. Zero is cool. Can throw be and Bevel just a little bit to, to something like this. And maybe we can move this phase just a little bit like this. And select these vertices and move them as well. Sorry, G. And move those right here. Alright, that's cool. Let's see what else we can do here. The bumper, but I think we have some overlapping here with the bumper, but I think we can fix this later. But we can do here. Let's try to understand the situation. I think we can't move those vertices forward because that's what Coase some problem. But let's check and let's see what's, what's will happen. I will hit can move this just a little bit forward. Not too much, something like this. And I think we kept rotators and move it and the same time. I think that's will walk. And because we did that, we got more tweaking here we need to do, okay, we have some changes here. Alright, let's go to wireframe. Let's take up these four vertices and we just need to move them just a little bit to the y-axis, QY. And let's probe those here. Alright, Do we have any overlapping, Okay, maybe we can take those to the X. Yes, a little bit. Alright. We don't have much open loving care. We can accept this result. Alright, What else? I don't like? What's happening here? Let's try to fix this area. Alright, but let's see how can we do that? Okay? Maybe we can move. This vertex gets a little bit like that. And the crop, those are this age. It can throw X and dissolve it. Well, what else? Alright, so let's add all I will hit controls it and bring back this age. And let's move this here. Something like this. And maybe we can make some connection or align it to this edge. If I want to align it here, like this, I need to move it and snap it to this vertex. And any to make a new cats. Maybe like this. And this open area we need to fill it. Let's try to what we see, what we got here. Let's grab this vertex has give it a Z and stop it. Sorry. Yeah, that's okay. We don't have any. I thought I got open area here. And maybe we can mitigate this vertex here, Keith wise, a merge this and even this one, we can make it right there. And this egg I get here. Yeah, This result is cleaner. Okay, that's cool. So when we gave the tire to rotate, normally without any problem on the both side, like this or like this. And that's cool button, that's something very important. I will have to alter our total, set the rotation, but that's not gonna work. I will delete this and go to front if I want to copy it. And other new one here and eyeball it had with try here. That's cool. Okay, what else we need to do here? It lets me know or this can throw em in mirror or the to the X can throw em and then hit X and then enter this smooth it just a little bit right here. Cool. That's it. Alright. What do we need to do here was the next step. The next step is to merge those together or connect them and work with the Bevel. Select this top of the ethmoid end. Let's see what's the first step. Maybe I can select those and it's slashed together and tap your ethmoid endless. Align these vertices to those here. Key to the X. Hold can throw a snap. This here is very important. And maybe we need to align these faces as well. These faces. And I think they are aligned or not. Yeah, I think that they're aligned. Go to edge mode to grab all of these edges and move them in. Let's put them right here, Timperley, and let's see what we can do. Well, well, well, do we need to move this edge to this direction? Like this? Or what we can do here. Alright, I will let, can throw out to add an edge right here. And I will make some connection here. You hold Control. And let's put this right here. And they will not be connected because, because this is not part of this, we didn't hit Control with the K talking to American them. Okay? But I just need to align these vertices with those hid key hold Control to snap this right here. Same CNR for those. Okay. Okay. Stop it right here and this one as well. That's cool. What else we need to do here? We have two edges right here. Maybe we can make them one edge. I mean, those here, that's will be better. So grab this and this hit M to center those as well. M NQF center. And those here has M enqueue center. That's better. Low-rise. Now let's hits like and let's see what we got so far. Okay, the result is called law. We just fill this area and everything is covered. Biggest need to add some Bevel weights. So let's select the important edges. Those edges, okay? Those here as well. By the way, you can ignore those. You may be asked why I chose those. I chose those because I like Bevel tool, go like this. And then like this, if I didn't choose this edge, the bubble will go like that. And thus walk, that's simply walked by the way, but I like to choose those. Okay. And the list of like those here. And maybe this age, I think that's what we've met her. Pushing the bevel to dig this direction is better than this. And what else? Hits like to isolate this, target, this, and those here as well. Alright, let's give those civil weight to one. That's cool. Okay. Let's talk about at least see what we got so far. I will talk to the edit mode. Maybe we can select those as well and give them verbal. See what we will got it. Okay. Sorry. I didn't activate it. I didn't activate it. The Bible and all of these stuff. So yeah, let's activate those. Cool. Do we have any problem with let's delete the weight and subdivision surface. Just need to change. We have no problem harder normally, I wouldn't give it how to normal. Okay? I don't like this to be this vertex to end like this. Maybe we can make some connection between those. Hit F. I think that's better. And maybe we can add an edge right here. Or we can use the knife tool to make cuts and the middle hold control to make the cut in the middle. Sort of hold Shift. And then hit Enter and grab this with this hit the J to make connection between them. Cut up. This can throw likes to dissolve it. And now this is quiet, become quiet. Let's give this pivotal weights. What else? Alright, I'm not decided yet. If I need to use subdivision surface or just the pivot weight, maybe maybe I will use subdivision surface later on because here we got small care. And without using subdivision surface, this area will be light jacket or it's not going to be smooth. So that's something about it. I have another option. I kept subdivision surface just to this area and I can detach it from the rest. I think I will do that. I think that's good choice to do. Let's go to the top. Authorized to go to Wireframe, grab these faces and hits P as two separate them. And I guess can add subdivision surface just to this area and make it small. That's it. Alright, let's see what will happen if we add subdivision surface, handless, probiotics, Ferris, let's make this ready. Tourists you that subdivision surface. Can we couldn't negative those. Let's try this. See what will happen. Yeah, we can't do this accurately. And even we can take those back, connect them here by the way, something like this. Let's keep it's one piece. And maybe Hickey and stop those here. That's cool. So yeah, let's say like this. And let's add subdivision surface. And let's see what's will happen. Let's add two level to make this even more smooth. And let's check. Right? Maybe here we need to add edge to make this area smooth, tight. Alright, so, yeah, let's give this a bubble weights Just like to isolate this alone, I need to work with this one alone. We got here. Okay. Let's grab those. And those are maybe this one has F and F again to make its closest area. Grab this with this, give it bevel weights. And those here. We can give them beveled blades. And now let's check the results. We have some bad shading, I think right here. Let's try to see, yeah, we got bad shading here. Let's see what that does happen. How many vertices we have here? One vertex, all right? We have N twisting here. We got a little bit of twisting, but not a big issue. Alright, let's check how many edges segment to a segment. So let's go to a segment. In this case, maybe we can support all of these edges with extra edge loop. I mean, I can tap, it, can throw our and start adding edges. Hit E to activate the even distance, hit F to flip this to the other side and move this and make the clause that's will help us to get better results. Maybe Adding support, a club here as well. Maybe here. And that's something important by the way, to get better results with subdivision surface. Where should we add edge loops? We still got some weird shading happening right here. Let's try how tool, Let's try to see how can we avoid it. Let's add maybe two or three H's here. And let's see what will happen. I think now it's better. And I can accept less. It's like to excite. And this one I'll become a smooth. That's very cool. We can, by the way, make the bubble a little bit too big. For example, I can add point to and make it a little bit big. And that's something important because this area, the aqueous here, are smooth. No, so quite tight. And if you make this even more smooth fuel, this area, I'll can catch more light and become very nice when you make the Render. Both leave it, leave a chart like this. That's not getting a walk car. That's not going to give you a correct results when it comes to render and lighting and this stuff. Okay. The fronts, this bumper or less, see what we can do with it. Let's isolate this and let's see what we can do with it if we want to give this subdivision surface. Alright, let's try to kick this area. Can we make a connection between these two phases? These are this area here. I don't know, but let's try. Let's take love those hilus hit F, maybe this, those here. And let's hit F to make a connection, sorry. Alt click to grab those F or something like that. Maybe we can detach this edge Control X and create this again, K and make cut like this. That's better. If you didn't understand what I did here. Before I deleted, it was like this. And when I deleted this edge, this age now becomes strikes. Now I can reconnected to get better results. That's why I deleted this edge. Okay, what else we can do here? I don't know, maybe we can cover this area as well. Okay, I will grab this edge and Ajeet wise and merge it here and select this with this page and hit F to add the big face here. Sorry. No, those I can select this one and hit F. I can fill it. Those here as well. I can't feel them like this. And what else? Alright, I can delete this edge, this important agent. So I will leave it. But this one, I think we created this as a support group. And Timperley, we can delete it. Okay? Alright, now let's select the necessary edges and let's give them bevel weights to one. And this one as well bevel way to one. And those here, weight one And maybe this eight here. It's very important. And this one, maybe we can select those people weight to one. Is there anything else? We can be bullets. I think that's it for now. Let's tap out and activate the will. And let's change the amount 2.2. And let's see the result before we do anything else. All right, everything looks okay. Let's activate now subdivision surface with level two. And now let's check what we got so far. Alright. I like it. It's very nice. Okay, cool. This is a slash to excite. Now we have the front bumper already and we can check the wireframe List, go to subdivision surface and turn off optimal display it. Let's check we have some citrate right here. As you can see, their faces here are big. If you want to fix this area, we can add, for example, two or three edges here. And now the distance become better. Here to this side. As you can see, this area citrate to the middle. And we can avoid that by adding, can throw our and I tried it right here to support this one here. And let's check the bevel, how many segments we have to. That's cool too. Rights. What else? All the rectangles or the egg is here, it looks fine. We don't have much CRH. So let's turn off. Wireframe is check this one. Let's see the wireframe. And let's go to the subdivision surface and turn off optimal. Okay, everything looks fine. We have some variation here and here, but that's not going to cause huge problem. If you'd like, we can either support a globe right here if you like, if you want. But that's what nicely cool. Now we got cool results, but we, maybe we need to make some tweaking here later. Okay? Okay, that's cool. Great result. I like it. I know we spent too much time to create this part. In the end of the day, we got something nice and beautiful and I like it. Actually. The edges are nice. And when we put a camera to close distance, we can have nice edges and nice shading and that's what they want. And that's what I always care about. Alright, so I will end this video and see you next. 32. 032 Modeling section Create the reflector light above the bumper: Hello everyone. Welcome back here. Let's see what's the next step. I think now we can create the light that we have here above the bumper and underneath this shape here. And here we have an image. As you can see, we have some lighting here. And let's see how can recreate. Alright, so first the syllabus and it's like to isolate it. And I think I can take these vertices or edges. For example, I can copy these edges. Maybe just select them, 50. The Z, maybe I move them down just a little bit and then it appears to separate those. And now we can start with this. Let's turn off these stuff, bevel and all of these modifier for now. Let's see, do we need them? I just, I will talk to it. It's more to go to vertices. Yeah, I think we need the subdivision, all of these stuff because we have a cube right here. Alright, so let's get started. I will add to a and E, This E and extrude this right here in the front. Maybe I need to select the upper area here and move those up. You to see right here. Then select those and take them up. Let's slice to exert over the local more than, less CO2. Because so far, maybe we need to move those just a little bit up. Maybe right here. As great. Here we lifted with very small space. In this case, maybe let's try. Maybe we can control the bumper and take it down just a little bit. This check the images. Alright, even in the real images, we don't have that much space. So what we got right here, it's it's almost correct. So I will keep it. Let's hit Tab. And listed like this is more or less select this vertex that I got here in the wireframe, and I will hit G and move this up. Let's move with maybe right here, just aligned with the bumper. Maybe I need to move those four or just a little bit like this and make these vertices reach this egg here. You twice hit Alt and move those forward. And maybe now we can give this a thickness. Okay, It's nice to isolate it and let's select. Ok, to give this a thickness, maybe we can use a solid define modefier are just extrude them. We have these options. Hits a, select all the vertices and hit E, and extrude those back just a little bit. When you extrude them, just hit the a and then have to end to recalculate the normal in case we have a problem with their normal. Okay. You'll need to do all this always. And as you can see, we got some change if you noticed, that's me. Yeah. We there was a problem with the normal and we fixed it. Okay. Let's it slightly, and let's see what we got so far. Now we got this results in this cool. Now let's see what's the next step. Maybe I need to both these phases inside just a little bit. Select those and hit Alt S to move these phases bag. Because although with this thought too much, That's great. Now we need to give the subdivision surface or Bevel. Let's see what we can give it. Alright. It's fairest thing. I don't know. I'm not decided yet if I will add subdivision surface or use just pavel. What's ferrous to see? Do we have any middle face here? And yeah, we have, I will delete it, hit XF and just select these vertices and move them like this. If you get an overlapping, like what I have here, you need to go to the mirror and activate buys a clipping. And now when you move it will snap to the center. And that's what we need accurately. Something like this. Very cool. Alright, now what I will do is I will select these faces and use them as a guide. Because I'm thinking golf, use ShrinkWrap modefier to get this care. So it will hit Shift D and hit right-click to leave the same Coby and the surplus. And it's P as two, separate it out, select the City Hall, Coby hits Esterhazy, scale it the z-axis, but let's put the origin dots and the correct place. Right-click. Sit origin to geometry. And if you do that, you will lose the mirror modifier and It's okay because I can delete all of these modifiers for this plane. I don't need any modefier. Alright, let's scale it for now. And let's type it as. I will extend these vertices just a little bit key twice what it Alt. And move this right here, got those key twice, hit Alt and move this just a little bit like that to cover the whole era. And now we can give this subdivision surface and make it smoother again. Let's add two or maybe three. You cannot fall. Tablet is more to enlist support samantha with a group like this one here. And thus it's so sorry, you can throw all know, maybe I can move this to the shrink section. It's M. M. Alright, I could exact of the local mode selected, hit em, and move it to the shrink and live it's right there. For now, select this piece that we created. And now let's delete the weight and normal subdivision because we're not going to use subdivision surface, we just gotta give it a bevel. Alice tab and listed is the extra Hs that we got here. Okay, And what else? Alright, now we can give it a bevel and maybe we can use bevel way to achieve that. Let's select their necessary edges, maybe those and those edges here as well. And go to this arrow open-end to go to item and give it pivotal way to one. Now we got people wait. Now I can go to the bevel and increase the segments maybe and leave the amounts 0.14. Now, activate Hard the normal to get better shading results. And that's cool. We did it create. Now we just need to add a couple of acres right here to support this area because we need to shrink it, ShrinkWrap this face on the, on the plane that we just created. So let's add extra Hs in. Now. It will go to Face ID number three. Select this face, hold ketorolac, club this to select all these faces and go to the object data properties, create a new group of vertices and hit the same. If you want to change the name, That's okay. Just don't forget to hit the side. Now we assign them. Right now. Tap out, go to the modifier and less add ShrinkWrap modefier and put it above bevel. And we need to unhide the new venule faces that we just created. And the C, What's the name was? This one right here. Okay. Let's hit F2 to give it a specific name, maybe fronts, maybe a life just to close it. And that's it. So now what should be right here and the crank? Alright, whereas if I will let em and move it to the shrink. Alright, if you didn't see it here, just go to the offline and hits the dots beside the zero in the numbers, and you should find it. So now we got this right here. Alright, that's cool. I think I was, yeah, this is the mistake I made. I thought the ShrinkWrap modefier is opened and all of these stuff inside. That's where you could open it. It's right here. Okay, that's cool. So let's select the light and it's like to excite. And now let's ShrinkWrap these faces on this plane. Like this. Pick the plane, and let's choose the vertex, the group that we just picked. And that's it. Now we got this. Let's turn off mirror modifier for now. That's very cool. Now we can add mirror modifier underneath the ShrinkWrap modefier and make it the first one. Now we could get correct results. When you satisfy with the results, everything is okay. Now you can hit Control a and apply the shrink and keep all the kinks. Now I can delete this. I don't think that anymore. Now I got the care of that. I once, as you can see, nice and smooth without adding any subdivision and extra polygons. Or that's cool. Now let's see what else we can do here. I will go to the ethmoid and just going to add an egg here. Can throw off. Sorry, you can throw off. Let's add a club right here. And I will do for this kid thrown be something like this. Now maybe we can move these faces just a little bit forward. Alright, key to the YAML though is just a little bit like this. Now I got this result. And let's hit Control RLS add egg here. This area in the bullet can throw be like that. Maybe we can use this as a lights. So the whole effect that we need to do it here, it just select this face it, I insert like this. But speaking for two nodes, make any intersection with the bevel. I just need to select these edges and take bevel way to zero. We don't need edible weight. And maybe now we can detach this face and use it as a light when we go to the Materials section. Okay? But for now we'll just leave it like this instead of this face. And when we reach them Materials section I will give this a specific material to act like a light. And maybe this, I can give it, take less material. Alright, that's cool. How about any? I know we got something here because we moved these edges diagonally like that. We affected the bevel just a little bit. And if we need to fix this area, maybe we can move some edges just a little bit as you can see. And maybe these here, and don't forget to activate automatic to achieve this. And maybe those here as well. I can select them and just move them a little bit like that. Alright, that's better. Alright, So, yeah, that says, let's end this video and it was complete and the next videos. See you next. 33. 033 Modeling section Creathing the bumper lights and the grill: Hello everyone. Welcome back. Okay, here in this area we got some stuff we need to create. We have a light here and I don't know what's exist here in the middle. But let's try to track the images and let's see what we got there and created. Okay, this talk with the light. Let's put the reference me try here, right here and hits and to close this panel. And let's get started. Let's try to understand first what we got here. I think the shape of the light, something like this. And the light is right here. And this is the bumper. Okay? So we need to create, design like this. Okay, Let's see if from where we can start, maybe we can select that pumper and I don't know, maybe we can cope it a face from here. Let's copy this phase shift to the, the Z and lists this right here at PS two separate event that sets. Let's start with this one. Let's turn off literally the width normal from this. We don't think that's turned off subdivision surface. Maybe we need this later. I don't know. I'm not decided yet. Or maybe I just use sub, sorry, maybe I can use bivalent that sets. But for now let's focus on the designer lets you can recreate it. If mod hit a and we don't need any pivot, wait for it. Now I can see that I have blue line right here that's been, we have a bubble weight, zero it out and hits E to extrude this and this right here for now hit a shift in, in case we got problem. Alright, so let's select this face and let's move this up and align it with the bumper. And the same scenario we're going up the spine, keep it busy and take this down right here. That's cool. Now let's hit a, hit E to the white and move the whole box inside, almost right here. Or maybe here for now. And what else? Let's go to the front and maybe we can move. It gets a little bit like this. Something like that. Okay? Maybe we need to make it smaller just a little bit. Go to other vertices in the Marwan and go to Wireframe. Grab this side. The four vertices here. Hickey, endless, smooth, this right here. Yes, eyeball it. And now we got this. Or they first said there's meaning to do here, hit Control R, and let's add a here and this area and maybe those two vertices Now we can move them to the Y, like this. These faces here, we can put them inside G to the white and move them inside. That's cool. Let's see what else we can do. Alright, I will hit, can throw off to I want to make here in the middle, can throw me to bevel it like this, and can throw off to add one here. Ambivalence as well can throw be developed the tool to create the light here. So now let's select this face here. Hit E, but don't throw it like that. Diagonally. Hit E. And let's right-click to cancel the extrusion and then manually move it to key to the white and put this inside like this. Probably that's cool. Alright, now let's hit Shift D to COBie a face from this end, let's take this kobe right here, Timperley. End there. Let's see what we can do here. Maybe we can hit can end up the whole area like this. Yes, a little bit of beveling and live like that. For this interface, we can select it and hit E, right-click and GYN, give it a little bit of thickness. And then it's a select everything shifted to recalculate the normal. All right, That's great. Select this face one vertex 181 phase from this piece and then hit Control L to link select. And hit P as two, separate it out from the group, manually key to the white and move it inside right there. That's cool. Alright, so now let's work with bevel. Let's give this a level. Let's open this tablet is warranted a and give it the way to one and turn off subdivision surface, open the bevel. Let's go to heart and normal to correct the hitting. And as you can see, we have before and after results. Tab I'll select this one. Maybe this same scenario we can go to a Tim tablet. It's more teach a silicate everything, give it the hallway to one and delete subdivision surface from it and give it's hard to normal activated. And now we got a nice smooth result right here. Okay, Now let's see what next weekend do Let's try to create that thing. And I don't know exactly what's going on there, but let's try to make something similar. Let's select this, for example, tab and maybe we can copy these faces. Hit Shift D and the right-click to live within same place and the P S to separate. This is how about this scenario face tab and hit a and then hit E to extrude flavors. Or if somebody like that. And maybe we can move with just a little bit even more. And it can throw out to add one H right here. And select these faces and hit Q to the white and move those inside like that. Maybe this edge I can hit Alt click to grab the entire edge loop like this. And maybe we can be, well, it's actually before we be able as I can these ages like that's that's that's better for the, for the Bevel. Select those. Can throw me in this bubblegum like that. Headless add extra edges here and make this area smooth. Because I think this era is smooth, goes like this. And try to create something similar, but make sure not to give it a big amount of beveling. And in this case you will got some intersection here. So try to avoid that. Now I got this results. I feel that we have some problem with the heading. In this case, let's select the necessary ages are listed at the sclera, the bevel weight from here, everything manually. This either Let's give it to the necessary ages, just select them all to shift and click. Elicit, grab all of these edges and give them pivotal weight to one. Sorry. That's cool. These ages as well. But all the way to one that is called as readiness. Cool. Let's see. Before I left her for the heart of the normal. Yeah, that's cool. It's very important to activate heart. The normal here. Hits like to exert. And let's see what else we can do here. Now we got this shape. And I think we that's too much because I think we moved this too much back and that's not make sense. I don't know what let's select these faces here. And let's hit E to the chest a little bit like this. And then you Ages as we just extruded. Let's give them bevel weights to one. I can isolate this actually, that's what would be better like this and this and give it the void to one. Let's hits like to excite. And let's see what we got so far. Okay, Now the result is very cool. I just need to make some tweaking here. All right, listen like this and tablet mode. And I think I need to move these faces forward just a little bit, because that's too much. I just moved these phrases back to match the select those. Hit Control Plus to grow the selection to select these the face on the site as well in manually key and move those to the Y. Like this. I think that's good now. All right, something like this. Or even I can move this even more acute with the white and move it right here. Let's take this back, gets a little bit key to the Y. That's called something like this. Right now is very cool. I like it. And maybe we just need to add Bevel here in this area. I think that's important. So let's type it is mod Alt, click on this, a given level the way to one and that's it. You can exact. And now it's very cool. Summer tweaking we can make to the bumper if we need, we can select these faces, for example, this one and this one. And maybe we can move those back just a little bit, not too much. And I think that's not going to cause any problem. Alright. It's likely unless you with regards yeah, that's cool. I guess cover this area here. Alright, let's see what else we could do here. Alright, seems like we have something here in the middle. We need to create it. And to do that, I can select this. I can, for example, I can copy these phases here. Okay, and hit Shift D there, kobe to the, why? Somebody like this to the x-axis, sorry And maybe we can move those just a little bit and go to the mirror are activated clipping. And that's cool. Now I can select the side of edges he and move those just a little bit like this. After that, you got to face, select these faces, PS to separate them. Select those, and listen like these edges. Because we don't need to give them bevel weight and less zero this out. And what else had a hit E to extrude, cancel the extrusion and manually Hickey to the white and move it back just a little bit. And maybe we can leave it like this or maybe we can even scale it to the Y. Here's your enter and make this face flat. And there we go. Now let's select the necessary ages that we need to target. Ellis, give them visual weight to one. And now we got this nice smooth shape here. Alright, that's cool. One more thing here we need to create. Let's select this. And let's grab these phases and hit Shift D to take a copy of them, right-click to leave them in assembly SPS. To separate them. Syllabus interface, go to vertices, grab all of these vertices, hit E to the white and move those back just a little bit, maybe right here. And maybe those I can push those forward, keep it away. Hits a and then hit E to explore this. And this face in the middle, we don't need it. So hit F to delete it. Select these vertices, go to the neural activity clipping and had key and all those to the center until they meet each other. Alright, that's cool. Maybe we need to move those forward just a little bit to fill this gap the way. Or even maybe we can go to the bumper itself and select the vertex here in the middle and align it to actually we can do that It key to the Y and align this vertex with this. And this one here. Key to the white and the length with this one by using vertex snap. And that's Pesaro. Actually. Now I can grab those and move these phases just a little bit to the way. Something like this. And that's cool. Maybe we can give this a bevel weights. Let's select this edge. Maybe. Yeah, I think this one in this one and this one right here and give it piffle weights. That's cool. And these ages in the middle, we don't need to give them any bevel weight. And that's become a sport and nice. Alright, let's see. Do we have anything else here? We need to add. We have something right here. We need to add in the front of what we got so far. As you can see here. The front, this open area is covered with hexagonal shape. So let's see how can we created. Alright, let's go to the fraud ferrous. This hit Shift a, and let's go to Mesh and maybe we can start with the cylinder. And we need six side has entered top to the nth mode, go to physical obvious face hit Control I to invert XF to delete. No, no hits. A to select this face, hit Arthur the X. Our next degree to rotate it like this, you can scale it, actually make it small. And they this mode. We can go to the vertices and select all the vertices. Now we need to copy this and snap it in the same time. I can use vertex snap, but you just need to activate the active stamp with active. After that, Let's make one of these vertices, the active vertex. You can just hold Shift and click, click on it and click again to make it active and that's it. Then you can hit Shift D and hold Control and snapped and your active vertex with this site and you can hit, can throw off to repeat that again and again, until it we get something like this. Alright, now I can select them all and skill and because there's too much actually lists, this kill those. Those right here. Because we scale them and move them. All of these vertices are American automatically because auto America is activated here. You can scale those even more like that. And let's select all of these polygons. And I will make one of these vertices to the active one, this one right here. And then hit Shift D to the Z or hefty and cancel the y-axis. Shift Y to move on to the Z and X and hold Control and stop this right here. Now we got this. I've started That's select all of these faces. And now I need to make this vertex the active one, have the who, the Z and snaps right here. And now you can repeat this. Shift. Our shaft are coupled time until we got a pattern like this. And that's great. Maybe we need to copy it one more time. Alright, so let's make this vertex that active want to snap this to this vertex, hit Shift D to COBie, it's canceled the y-axis Shift Y and hold Control and stop the active one right here. And that's cool. Now we got this. You can actually shift our factory B. That's if you'd like it. Has a hit G to move and then hit Enter. The idea is when you hit G to move, because automotives activated, all of these vertices will be married, and now all of them are married. Okay? And after that, we can do is I will let a and go to front and move those and put it right here. I just need to see the size. Alright, so we need to scale those even more. So let's hit S and let's kill those. I think now the size is cool, something like this. And I will accept it. And thus me, we need to extrude or duplicate those more. So let's put those maybe right here for now. And it's like to isolate this alone. And let's pick one of these vertices. Let's see where this line should goes. Alright, I will make this vertex the active one and hit Shift D to the Z and status right here. It's likely to see what we got. Maybe one more time. Shifty, sorry. Once you have the controls it all. But I can't do that anymore. I need to duplicate it again. Make this one the active Shift either to the Z hold Control and stamp is right here. Alright, that's cool. Now hit a GUI and then enter just to merge all the vertices, get to the white and let's move those inside. Right? Something like this. Maybe I'll rights or the size of the school. Maybe we can move those just a little bit to the x-axis. Like this. In after that we can Coby it. So yeah, that's cool. Let's go to the front and let's see what we can do here. We don't need all of these polygons by the way, so we need to delete some of them. Maybe this VCE here, we can go to face and they grab them, had XF to delete them. And now we ended with this resulted aid select all of these polygons. And for any reason, if you want to get so tried as it goes like that, like this, note like this, you can grab the upper side of these vertices, for example. And it can throw extra dissolve them. And you can do the same scenario for those rights and maybe those here as well, if you like or if you don't want, you can cancel that. So now we got this. I've heard that I can hit a and then hits it inserts. In case you get a result like this. You need to as I again, alright, and so those like what I did. And after that maybe we need to hit XF to delete all of these interfaces and then hit a select everything. Hit E to extrude those inside a bag, gets a little bit. Sorry. Turn off auto America. Because of auto America, this marriage automatically. All right. Now, it's E to extrude those again. Back like this. And now we did very nice job, but these phases in the bag, we don't need them actually. So at XF to delete them. Now we got this tab out and that's cool. Now we got this. Now maybe you can give it a bubble, a modifier, and let's make the size of Arabic is 0.01. Very tiny. And maybe we can activates Hard the normal, the shading second and give this auto smooth. And yeah, that's cool. That's very cool. It's like to excite and let's see. What we got so far is everything is okay. Okay, everything looks cool. But we need to do something. Okay. Let's see, how can we bend it like this? If I want to bend it, I can touch it. And select the necessary vertices like this. Maybe I'm alright. Or maybe we can select those as well. This row here, That's cool, That's correct. It's like to isolate those and maybe we can put the 3D cursor right here, hold Shift and Control and stamped right here. Alright, let's make the truth to that closest hold Shift and right-click and control and stop the 3D cursor right here. And we need to use the 3D cursor actually to rotate those just a little bit. Okay, that's cool. Now, we can go to before 2.3 this to 3D cursor because we are, we want to work with 3D cursor, slice to excite. And here we can hit R to rotate and rotate to the x-axis. And now we can't rotate them like that. And let's check the results. Let's see what we will get if we do this. Sorted them just a little bit. Let's see if everything is okay or not. In case we got problem, we can actually ignore what we got here. It's okay, it's not that here we could problem. We can accept that. We can accept like this. And maybe we can move this forward just a little bit key to the Y. And yeah, we got a cab here. We can ignore the gap if we like. Alright, let's see what we got so far. Or we can scale this even more and make it big. Right-click origin, origin to geometry. Literary this bag two bounding box and hit S and scale it to make it a little bit equal to France. Hit E and move this inside. And there we go. Now we got very nice result. Now we can copy it on the other side, Shift D and move this on the other side right here. And even if you've got an overlapping that's okay. That's happened. Or I saw this is it's we finished here. And yeah, that's it. And see you next. 34. 034 Modeling section Creating the side cameras: Hello everyone. Welcome back here. On the fender flyer we have a camera, we need to create it. It should be right here in this area. Select this and let's tap it is more to end. The see how can we do this? Maybe I can use the knife tool to create, to either cut here. Something like this, maybe, something like this. Let's select this face. And let's hit I to insert this. Somebody like that. And I will hit P as two separate this face, Saliba fender alone and it's like to isolate it. And edit mode. Let's hit Alt to grab these edges here. And let's hit D to duplicate it like this, right-click to leave it at the simplest peers, just a breakfast, grab this new line tablet is more to enlist. Hit Control R to add maybe six vertices here, maybe can throw RLS, add six here as well. And here as well control RLS add six vertices. That's cool. Now I will select all of these vertices and hit E to extrude an S truck through those inside like that. Now we got this shape like this. Alright, that's cool. Now what we need to do is I need to hit right-click and go to look tool and circle to make this like a circle like that. If you didn't find the loop tool right here, you need to activate it. You can go to Edit and then Preferences. Go to our than section and guess search for L double 0. And you should find it looked tool. After that, the ethmoid. When we tried to click, you should find this right here. Alright, now, manually, let's grab the circle and let's move it inside or something like this and scale it. And maybe even more inside it and take this down. Something like this. Oh, that's cool. That's something close to what we have here. Alright, now I will hit E and S to extrude those inside like that. And hit F to fill this area in, E to explore this inside like that. And now we got this shape. Or that's cool. I've heard that's maybe we can hit Alt to select all these vertices and hit Shift D to take a Coby right-click to leave it here. P is to separate this club, the senior age, top hits a and F to create a face here. And maybe we can hit it inserts. And Ruby this insert again and again. I again. And shift our suddenly like that. Alright, Now hit Alt S to move this like that. And maybe, let's see, maybe we can crop these edges, Alt S and move those as well. And those heroes will all of this or something like this. You can see here that just a little bit. Maybe this face, I alter this and this forward just a little bit. Not too much. Hit a clear the bevel weight. We don't need any people weight. But let's hit Select all isolated this one alone. Alright? Yeah. What I need to do is I just need to extrude it just a little bit. So I will go to H Alt click and hit F to fill it and then E to extrude this and delete this face again. I just added this phase just to help me to extrude it to the right direction. That's why after that I deleted. Now select those, give those pivot weights. And what else? I think there's too much. Alright, let's see the results. Whereas if we got some problem, problem right here, maybe because of the modifier that we have here, the CO2 we have here. Let's delete those here and see how can we fix this tab. And let's make the bib all the smaller points. 050.05, maybe India, That's correct. Now it's better. Right-click here this mortar and make it smooth like this. Where it says And if we need to make some tweaking, we can do this in, by the way, we can add subdivision surface for this. Let's select those and hit Alt S. I just need to move those inside just like that. Okay, something like this would work. It's likes to ease it. Club this, hit H to hide it. And let's see what else we can do here. Alright, let's select this. And I will hit Select to isolate this one because I need to work with it and fix it. In this mode list, select the outer edges here. And I will hit F to fill this era entity to extrude this back like that, and delete this face XF to delete it. Now I got this. Alright, What else? Listen, like these edges give them bevel weight to one. This one as well. And this one here, and this one. That's very cool. Stuff out. And let's see the result now. Right-click here. This more or less tied to anything within the select those as well. Give them bevel way to one. Oh, that's cool. I need to get rid of these edges. In this case, I think we can go to the auto smooth here and increase that I'm borrowing this tool may be at least have, at least see what else we can do here. Or maybe we can use subdivision surface. Let's try and let's see what we will get if we do this. Let's add two segment here. Right? This phase in the middle, we don't need it. We can delete it. And let's see what we got so far. I think we can give this extra edge loop as it supports like this on the side. And we don't need to use auto smooth for now because we gave it subdivision surface and now there is of this. Okay. Let's hit the slash and let's see. Yeah, it's very cool. I like it. What else we can do here? Maybe we can. I don't know. Let's hit Alt H to bring back this piece and just likes to isolate it, talk to it. It's more to hit a clear and evaluate for now. And maybe we can just hit em through this and suggest a little bit. And hit eight and shift and to recalculate the normal. And now we can go to the modefier here and delete weighted normal and keep the bevel this week that method2 angle. And let's add 0.0 to maybe. Alright, that's cool. It's like to excites. And there we go. Now we got this. Let's move this just alphabets. That's cool. What else we need to do here? Let's select the flyer. It's like to isolate it. Is mod. Let's select these edges right here. Hit F to create a face and E2 through this inside, something like that. And XF to delete that face inside it, we don't need it. Let's give this pivotal weight to one. And those edges here as well, Rob them one-by-one, give them beveled weight and less excited to see what we got so far. All right, that's cool. Maybe I can grab this and this one, and from a specific angle like this, I can move them. So let's select this and this. And let's rotate the view just a little bits. And maybe I can move them just a little bit to this direction inside. Not too much. He and move them like that. Alright, somebody like this. Alright, that's cool. Now we'll hit Alt H. And there we go. That's called lessor's. The size looks nice and acceptable. Okay, I will end this video and see you next. 35. 035 Modeling section Creating the back cover: Hello again and we'll come back here. Let's see, create. The back cover should be right here. Okay, firstly, surprising that images. And let's see. I need to check it and see how can we create this. What I don't know if we have close image with a camera or bots. For example, this one I can tend recent anything from it. For this image, it's open. Note closest cake. The other images here. Here we have a little mask. Stands on its. Alright, let's stick with this image. I think this one is okay. And yeah, let's see how can we create it. Alright, so fear is maybe the second we take any polygon from here, maybe. Can we start with this one for example? Yeah, this talks about this hit Shift D to this ETEC Coby from this face here and hit S to the Z, gets to scale it and make flat and his peers to separate the vessels. And that will start with this top mood and less like this two vertices, Hickey and move this one Other side like that. Makes sure to activate clipping. Alright, to avoid no overlapping here and go to top view. And let's select those and hit key and move those right here. A line is here maybe. So now we got this. I felt like maybe I can move this down and take this down for now. Right here. Let's focus on this side. And the Z has a little bit more. I need to move the vertices inside. Alright? Inside here, tabs it is more to grab those, hit E to the X and put those inside, almost right here. And that's okay. And the thought maybe we need to scale it to the white and make a thinner. Something like this will work. Just eyeball it. Something similar to what we have here, similar to the lines that we have here. Alright, so now we got this. Now I've turned that. Let's hit a select everything and hit E to extrude this up and gets, give it a little bit of thickness like that. And this one should be should goes inside this open area. Above it. We need to make another extrusion, hit E to extrude this up. Something like this maybe. And grab one of these faces. Maybe this face right here. And maybe we can extrude it just a little bit, not too much. Alright, let's see which face we need to expect. Maybe this one gets extruded like that. Alright? And for this one extrude, this gets a little bit. So in the end of the day we got this result. I just going to share it with I got here from the right. Maybe we can understand that's better. And let's move this just a little bit. And I did that because I need to, when I duplicate it, I need these shapes to overlap each other and give me this pattern. Okay? Alright, leads to the, this one. And let's go to the right and maybe we can make, make it a little bit smaller, collaborative cited key. And move this right here. And type out in the week as this hits like to his eighth. And cool. Now we got this. Let's check the, the bevel and all of these modifiers deletes with normal and for the Buffalo, for us too much, actually, because we need to duplicate this a lot. So let's add to that as we walk and we have very nice shading and the same time. Okay, now we can hit G to move this forward. Or maybe you can move this just a little bit like that. And you go to the right and hit Shift D and take a kobe right here. And alignments and then hit Shift are coupled time. Keep hitting kept our. Now we got this pattern, as you can see here. But that we got, we got the problem actually here. We need to fix it. I will hit controls a couple of time before I make Alright, let's delete those here. I guess forget to do something. Actually. I need to hit Control R to add one H should be almost right here. Alright? Maybe I can hit key twice and move it a little bit more. We need to delete these faces. We don't leave them actually Alright, let's the club those here, hit XF and delete them. And now let's connect those. Hit F. Cover this at F, and Alt click hit F. Alright, because this face should be hidden, this one visible. Okay, this is the idea and if I Aleve these phases right here, I will get some intersection with the, with the body itself. Alright, now let's go to the right and I will move it. I just need to move it's right here. I just need to show you what I why I did that. Now if I hit J and move this down in the correct position, as you can see, this side will go in and this one will align with the a that I have here. That's why I rotate the view just a little bit like that, like this, you will understand the idea. Alright, so with that being said, let's go to the rights and move this up right here. And we just need to duplicate it a couple of times. Hit Shift D and take a COVID like this, and alignments in the correct way and then hit Shift R couple of time and duplicate like that. And there we go. That's very cool. Now we've got this result. After that, we need to align it to an aligned like this. Okay, let's see how can we do this? In this case, we need to we need to go to the right of view. Maybe I don't know what we can do here. Let's start. Just need to grab or any vertex from any place. For example, this one. I will let you have the, the vertex right here and hit E to extrude it and PS to separate it out I, so I've started that. Let's have it edit mode, artless, actually go to the modifier here. We don't need any kind of modifiers here. We just need this edge. Okay, Now let's go to the right view. And let's move this down just a little bit, maybe right here. Let's take this out for now. Kimberly. Tablet is more to go to wireframe and let's align its rights. Where should we alignments, maybe here. Okay? And let's take the other side, this point here and hit G and move it would be almost right here. And then extrude this down at E and take this down here. Then E, and take this here and extrude this even more down here. Something like this. Let's take this vertex even more down maybe here. For now, let's leave it right here. Or maybe we can just extrude here and leave it like this for now. Let's see what we got so far. We got this edge. Let's head gear and move it. And let's see the alignments. I just need to put this edge and say this area here. And I just need to see if there are any overlapping key to the X. Hey, move this inside. Alright, here we got some problem. We need to take maybe this vertex up just a little bit. Tab covers vertex in the wireframe, whereas this one here, yeah, this far I hear you twice. Slide this bag. Okay, go to Solid mode, you to the Z. And just move this up here with in the middle. And maybe we can control this later, but for now, let's do that. Let's see, grab this far point here. And let's make sure that this one as well in the middle. From this side, we need to bevel. This can throw shifts be, don't use can throw be because this is vertex. You need to hit Control Shift P and bevel this and make it smooth like that. Alright, let's go. Alright, now let's take this edge and we can put it here in the middle. For example. It can throw a, apply the rotation and apply the scale. We don't need any scaling and rotation for these pieces that we just created. I just need to, alright, I need to make them one piece. Okay? I need to delete the bevel from all of these pieces. To delete the modefier from all of these pieces, we can select just one, The first one, and delete them with the fire from it. The Bible, for example. And now I can select all other pieces and make this one the active one. It's already the active one. It can throw L and choose Coby modefier. And now I just deleted the Bible from all of these pieces when you will be satisfied and everything is okay. You can hit Control J to make them one piece. And To make sure if we have any face here in the middle, we need to delete it. And the wireframe mode. Alright, seems like we don't have any phase. So that's cool. Alright, now we got this. And maybe we don't need the mirror modifier as well. So I will hit Control a and apply visual geometry to mesh. And we just applied the mirror as well. Alright, so that's cool. Control I apply that on taking, apply the scale and that's cool. Okay, Now let's see, where's the pivot point of this? I just need to bring the foot points here, not that far. So I will select this one, this eight here in the middle. And I will hit right-click and sit origin, origin to geometry to bring the, the pivot point here. And I just need to put this edge in the middle. So let's go to the x-axis and his zero Enter to zero out the number here. For this piece. I need to bring the origin dot of this to the origin dot of this slide. So yes, elected on a silicon the line to S to open the pioneer for the 3D cursor and choose course are to select it to bring the 3D cursor right here. And now select this one. Right-click sit origin, origin to 3D cursor. Now that's cool. Okay, I've heard that we need to do is we need to select this line and hit right-click and choose Convert to, convert to care of, because we need this as a care of. Then select this one. You go to the modifier, Ellis, add the curve modifier here. And you just need to pick this in your life that we just created. Why new company it give it the axis we need to use the white maybe. Alright, Y minus Y. Now let's see what will happen if we move this. Alright, so now we have some information, but it's not correct. We need to fix some stuff here. In this case to fix this problem, I can select the care of and go to Option and activate the origin and take the origin of this curve and move it and align it in the position that we like. By the way, I still selected this origin and I just need to zoom on one of these edges and hit G and move this up. Or somebody like that. For any reason if we got some misalignments, seems like we lost something here. I don't know what is this? There are some kind of problem. Alright, I think the flipped and we need to rectify that. In this case after that, when you put this in the correct position, turn off origin and select this one. Maybe we can hit, can throw him or less stuff that is more to get a list of flip this on the other side. You can throw em to the Z and then hit Enter. And that's it. How about that? We should get the correct result, but we flipped the normal and we need to fix that as well. It's a shift M, and that's a tab. Now when I selected and hit G to move, I can hide it inside. As you can see here. What I need to make more tweaking to make this perfect advice. Kiwi have a lot of work to do here. It is rare long. I need to make it a little bit shorter by deleting these this part here. So in the edit mode, I can go to the edit mode and select the faces that I like to debates, for example, those here, just select them and then hit Control L and then XF to delete this face. And let's tap out, at least see what we got. And now it's become shorter and this length is okay acutely. Now when I hit key to the Y, I can open it, goes down without any problem. Now if I go here, I can see the parts of this and I need to fix this. Okay. To fix this, what they can do is we can move it and go to the right. You go to wireframe. And we can select, for example, this vertex right here and Hickey and move it maybe here and then hit, extrude this up and make it like spiral, something like this. Alright, that's cool. Though. Maybe we can select these vertices, for example, and you can hit right-click. And from sits supply in time, maybe we can cue is vizier. Alright, let's try to use nerves. And now we got this care of. Now if I tap out, I guess created this care, but that's will ruin my shape. And let's try to find another way. By the way, we can leave it like this. That's will rock. You can live like this and you can get some very cool results. Now if I tap out and go out of the wireframe mode, I can move this down and now it's hidden and you can see it. Okay, So this way it's working. Let's move this to the awaken and let's close the door here. Alright. The question is, did we finished here? Let's move this to the white. Yes, a little bit more. Something like this. And there we go. We are not finished here. We need to take this a little bit farther, okay, after that, like this. And let's add Bevel. Let's pivot less and less 0.1 bevel. And add, for example, to segment and activate harder normal. And now it's become smooth and nice. And now we can say it's finished. It's very cool stuff we got here. Now I can select it and the key to the why and move it. Alright, now it's become a little bit slower because we either to segment for all these pieces, maybe we can add one and thus will work as well. It's slow Bali but hard to normal. This very great job here. As you can see before and after. Alright, now let's hit Q to the white and let's see. Yeah, now it's a little bit faster. Alright, that's great. Very cool. So this how to create this cover. So this is part of this video and see you next. 36. 036 Modeling section Creating the tire: Hello everyone. Welcome back here. Let's start with the tires. Okay. Let's hear from where we can start. I don't need those. I will delete them, but not for now. Let's go to the right of view. The 3D cursor is in the middle. I will hit Shift a, add another cylinder here, a line the cylinder to the view. And let's see how many edges we can add right here. Now we have 40, maybe we can add 50. Increase that number, or maybe 60. I just need the number to be a little bit high. Maybe. I don't know if maybe we can try 70. Alright, let's, let's try 70 or you can add at, anyway, I want to scale this and go to the right. And let's align it with the tire that we have here. Just put it above it like that. And I politics kill it and make it almost make it a size similar to the size of this tire ed skeleton. The fronds can go to the font, hit number one from then on bad Hideki and loved this right here. But that's scale up to the X and make the size similar to that. The old tire that we have here. Alright, now let's take it right here. And let's hit can throw a because we killed this. I will apply the scale to avoid the other problem in the future. Okay, that's cool. Now I can tabulate this mode. I can go to face to select this face Illustrator. Let's go to the images here. I just need to see the tire. So idea here. Alright, now we need to, scale is just a little bit tighter, a little bit, but maybe we have some ambiguity here. Maybe this image, I can use this image as a reference image and what's inside Blender and use it as a guide. But first we need to find it inside the folder. I found there, make it this right here, I will use it. So let's go to the right fairest. And go to folder. Just drag and drop. And let's put that image right here. Alright, let's see where is less tab out ferrous. Go again with the folder. Drag and drop this right here. And then we're gonna, we have this image. Okay, Now let's bring this hits here and let's move it tenants splits right here and scale it down and make it make the size of the tire similar to the guide or guide. Let's put this maybe right here and go to the right. Scale it down just a little bit, not too much, something like this. Okay, so I will use this as a guide. Move this right here, go to the right Syllabus, tab to tab. It is much less to grab this face. This face as well. Let's go to the right. And now let's make some inserted I to insert and listen service inside. Almost right here. Something like this. Okay? Alright. Somebody like this, when it completes this face with this face right here, just hit right-click and go to bridge faces, and that's it. Now we got this result. Well, let's see what's, what's next. Let's move this just a little bit right here. And now let's tablet mode. And let's add edges right here, lithium and we need to add maybe five or six edges. Six acres. That's cool. Now we, as we can see, we have squares and that's nice. Alright, now let's select this edge, this edge, and the skill though it's like this, but I need to activate proportional editing and scale. It gets a little bit, make this effect a small and less skilled is just a little bit, put too much. Alright, suddenly like this because I need small care of here, but I think that's too much. So I will just kill this bug. It's a little bit and yeah, something like this will work. The same scenario right here. Let's add maybe four on the side and four on this side as well. And we can actually grab those here in the middle. And they called those as well Alt, Alt Shift and click here and here. And this killed those to the x-axis and make the effect smaller. Alright, to get the effect, that effect like that. What do you be satisfied with all of that? Now you can, you can hit S to scale, but you can make the effects pick to scale the whole tire back. Just thought too much. And now we got small care of here. Or if maybe we need to scale, there's just a little bit more tab and hit S to the X and negative effects smaller. Let's kill. There's just a little bit more or less cool Now we got small care of here in this area and that's nice. Okay, That's very cool. Now let's see what else we can do here. Let's tweak to face mode alt, click on these phases. And then XF to delete these faces, can only see what's the next step. Now we can go to the edge, hit number two, and maybe we can select this edge right here and hit right-click and convert this age to seem because we need to unwrap this. Just Margulis one I've seen. It's like you have a Caesar and you cut it this area. Okay, Let's sublet this window to two windows here. And a free that editor to the UV editor. Okay, now we have the UV on this side, which we need to do is we need to select all the polygons and rabbits. Go to UV and hit Arab like this, and could erupt. And there we go. Now we just arrived. Here we have the method, angled, base and confirmable. We will stick with anger best. Close this and this is very soft, but that's not what we want. We need to take this farther and make it better. Alright? Another adverb is done, but it's not, it's not clean. We have some distortion, as you can see happen here. For example, the polygons that we have here in this area, bigger as compared to the Balkans. As we got here, we have a huge distortion and we couldn't get a curve like that, like this, that should be like this. And we need to fix it and we need to find a way. The pest way, I can select one polygon, one phase in Make us at right? As you can see, this polygon, It's like this. And we don't think that like this. We need to tweak vertices and make it sits right. And make it like this. And we need this polygon effect, all of these polygons and make all of these, make all of it all of the edges tried constraints, no curves. Okay? Okay, so let's select, for example, those two vertices and let's align them. I will hit right-click and choose auto align. When you choose auto align Blender will know where you want to align those. For example, if you have an edge like this, this is vertex and this is vertex, a few hertz auto align Blender will give you a result like this. Okay, should be sits right line like that. If you have lying goes like this. And if you hit auto align, the Blender will know that you need to align it horizontally like this. This, the idea. So grab those, Right-click auto. Alright, let's do it again. Cup those, and let's turn off a sync for now. Entity a. Hit a. When you hit a, that's been, you will select all the polygons here and you can see them here in the UV, okay? Okay, let's see. Grab this, right-click auto, align auto. And those here as well, a line auto. As you can see, those align auto and those as well, right-click align our toe and now we get perfect square here. It's not necessary to be squared, but the edges go strike without any diagonal result. Okay, so that's cool. When you complete. Now we will activate, use UV sinks election. And this is our polygon. When you selected, when you activate sync, anything to select the right here, you should see it here. And as you can see, this is a polygon we just fixed. Now I will hit a to select all the polygons and make this polygon active one, just hit Shift and click on the face. And as you can see, this is the active voice because the color of this face is brighter as compared with the rest. Alright, so, alright, that's cool. Now what we need to do is we need to make this face effect all of these phases and make them make them correct or let's say correct them according to this face here. And this way I need to go to UV and choose follow active, record. The activity. What? This phrase right here, all of these phases we will follow it and be perfect like this, like this one. So go to UV and Q is follow active quad and then hit, Okay, don't change anything here, I guess it okay. And as you can see now we got perfect UV. Everything now is become. Okay. But I guess not going to give you small example for any reason. If you select One vertex for example, and we just move it a few. Sorry, I guess I need to deactivate the, the proportional editing. If I, if you grab one vertex and make it like that. Alright, so this one is the follow-up. Sorry, this phase is the active acquired. And now if I hit a, alright, this is the active phase. If I go to UV and it was followed actively quiet and hit Okay, you will get very bad result. Why? Because you just move this vertex just a little bit. It's not now, now it's diagonal. That's not such rights like this. So if you get a result like this or any kind of results, not correct. So that's mean these vertices are not aligned perfectly. So I will hit Control Z couple time and fix what I did here. Select this face to face mode it a and make this one to the active quad chef to click and click again. And assets go to UV and follow it required and hit. Okay, and there we go. Now we fixed it. Alright, so that's cool. Now what Snape, the next step, we finished with the we need to give it a Material tab out. And let's go to the material here and hitting you to give it a new material. And in the color and the base color I will add image, take a shot, should be right here and then hit Open. And we need to go to open, to CRT to the, to the image. In the texture section here we have this image tartrate. I will use it. If you want to see the image, I will open it to you to understand what we have here. This is damage, terrorists rate, height information. We need to use it as a displacement and we will, we will explain all of that or I. So now let's select the image and hit Open. And now we need to go to a Material Review to see what we got here. Now as you can see, we have the image up light on the tower, but in the wrong way. I need to talk today this point and see what we got here. Alright, first list alone the UV, I guess can I crop the UV and put it on the image like this? Align it. And as you can see, we have some tax rate and we need to scale this just a little bit like this already. That's cool in the skeleton. Why? As to the white and scale it. And now we got something here, but this is still need some editing here. Okay? I guess forget to do something right here. Actually, I didn't gave these edges of a volt, so I will hit Control V and bevel these edges to three edges like that. And that's it. Alright, now, which we can do is we need this, these beveled acres. We need to align them here and here. Alright, so because the tire trade should N'T here. Alright? And this trip here, and this one as well, they should be on the side of the tire. So in this case, we need to scale this down just a little bit and manually move it. Centroids killed us to the x-axis. Now we got something like that. As you can see, it's very nice. And we should have seven. Let's see what we have here. We need to get seven. I don't know what's, I can call this seven shapes like this. So this one, this one number one, this 1234567, alright, the same scene. Alright, here, we need to get seven of these. Alright, so let's count them. Now we got this number 123456. So we need more, in this case, to get more, we just need to scale this to the Y so as to the why and move this until you get a new one. Now we have a new one right here. Alright, let's align this. Alright, so 123456, we need to scale this even more as to the Y. Alright, so now we got a new one. All right, something like this. Or I've noticed, called them 1234567 or so. Now we got seven of these shapes and that's what we want actually. And we need to tweak it even more because as you can see here in the image, the design on the site, the tire should not goes to the end of the tire or the end of the tariff should be right here. Alright, so we need to tweak this. We need to push the design just a little bit like that. Alright, in this case, what we can do is we can grab the side, hold Alt, and click on this side and activate proportional editing and hit S and kill those just a little bit and make the effect it a little bit bigger. When I do that, as you can see, I can control the UV and I can control the design as well. Now we get correct results, something like this. It's very cool and I will accept it. One more thing here. We need to tweak and we need to make it perfect. As you can see here, we got some overlapping here. To fix this, we just need to scale the whole UV to there you, to the y-axis and the peak. Careful with that to get better results. So I hit us with a Y and just move the outer bits until you align these together and assets. And you can kick the tire trade from here. If you've got any problem. As you can see here, all the line goes to try it without any problem, and everything is cool and correct. So now we don't have any problem with the UV and everything is cool. And now I can't accept this result actually writes that we have anything else. No, we don't have. All right. Now, what if I tap out? I can see that I got something here. I guess to clean the scene to company the tire. Okay. Everything is cool. Now we need to go to the modifier and add subdivision modifier to make this even smoother. So okay, go to Modifier list, open it. Subdivision modifier. Alright, that's cool. Now this, if there is a but we got here, I will turn off optimal display so I can see the wireframe. I just going to hit the shortcut that I created. Why to see the wireframe. If you didn't do that, you will need to go to the object properties. And here you will find the wireframe. You can toggle this on and off. Anyway. So this is level one. We need to go back here and add another level. And maybe we can add four and start with for something like this. So now we made, make it very much smooth. I've tried that we need to add another modifier is called displacement. Displacement will help us to push the white value that we have here, as you can see here we have this. We have black to white, 0-1 value. The white color is number one in the zero is the black. The displacement modifier, modifier will help us to displace these values, as you can see here in the image and give us some extrusion. And I will show you how old That's will work. Just go to them with the fire in and add displacements. Small right here. And immediately we can see somebody right here. And the displacement, we got options here, the mid-level we don't need it. The mid-level works like an offset. And we don't need any offset here, just zero out this ticket to zero. And the strength one is to much less add 0.0, maybe three. And make the effects subtle. Alright? Until now, we didn't see any effects. We didn't see in displacement. Okay, now we need to add the texture. This texture, we need to add it right here, or sorry, we need to add it to a displacement. We need to hit a new to create a new texture. Do that. Now we added a texture, texture zero-zero to. We need to go to the texture section so we can control it. Okay, that's cool. And the type use image or movie. And when you choose this option, you will get in the sitting open, go to the open and open the image. The same image, this one right here. And now we can see that we have effective for I hit Y to turn off wireframe. I have some effects right here. If I want to see the effects, clearly, I can disconnect the material from the tire, but for now let's keep it. Alright, so we did a great Now, let's see what else we can do. We need to go back with a modifier and this week the coordinates from local to your will. Because you remember, we arrived it and the UV is already, we just need to choose UV, go to UV and pick QV. And as you can see, we have some extrusion here. We got very nice effect. Now, what I need to do is I need to sublet this view to 2.3, this to Heather editor and cut the connection hold Control. Right-click and move to cut this and give it a black color. So we can see the effect As you can see here, we have the tire trade. Alright, let's go to them with the fire enlists pump. There's just a little bit maybe we can add 0.4, no three and make it a little bit bigger. And we still have these jagged effect here. If we need to eliminate that, we can increase the number of the subdivision 4-5. If you do that, you will make it small, even smooth, but the tire and I'd become high resolution. Okay. So this is what we got so far. We can go to solid view. And that's cool, Very nice. Okay, Now, if I accepted this resulted in everything is okay. I can apply the subdivision surface just hover over here and hit Control a and apply it. Now it's applied. And if you accept the, the displacement, you can apply it as well. If you okay with the height and everything makes sense, you can apply those well, for me, I will apply to just hit can throw an apply the subdivision displacement modifier. Alright, now we need to make this more even smooth. If I hit Y, as you can see, we have too many polygons, okay? But I need to get rid of this jagged effect as you can see here. So as you go to them, modefier again and let's add subdivision surface again. But don't increase the level of subdivision surface because that's too much on the forearms. Let's add subdivision surface and let's give this just a little bit of time and let's see what we will get here. And now we added the subdivision surface and those become very smooth and beautiful. When you complete oblige the new subdivision surface at a control, I end up light. Alright. Alright, so now it's applied. That's cool. Now we got this result and we got a lot, a lot, a lot of polygons here. If I go to wireframe, crazy pulling as we got here, but we need to reduce the count of these polygons we need to make, we need to decimate them. Okay? We have nice modefier right here is called decimates. Just add this modifier. This modefier will help us to reduce the number of the polygons that will mirror it, the vertices together and give you and keep the shape that you like and reduce and the same time reduce the number of the polygon. And you can control it from the ratio that we have here. We have collapsed and sub-divide and Planner weakest new to you is called loud. Don't use those. And let's add here points, the three and hit Enter and give it a time to recalculate all of that. Okay, now we reduce the number of the ball again. And now if I go to wireframe, as you can see here, Let's give this a bit of time. As you can see here, a count of the polygon now become less. And now we can reduce these polygons even more. I can reduce them both now and add, for example, but Point tool bots, I prefer to apply them with the fire and add another modifier because that's will make the calculation just a little bit easier for the computer. So just hover over here and hit Control 812 light the decimates modifier. Okay, now we apply them with fire, and this is all the three gods. And let's add another decimates modefier. Go to the modifier list at decimate. And this 0.3, again, I need to reduce that even more 0.3 and hit enter. Okay, this is that it's other three guts. And now it's become better. Okay, I think I can add, change it to from 0.32, 0.2, I think that's will be better. So let's add 0.2 and then enter. Alright, this is going to become faster and better. And actually we can use it. Let's turn off wireframe. Still clean, a beautiful end, if you like, you can reduce that even more. You have that option by the way. But for me Let's apply. This means that we got here control I end up lights. Okay, so now we got this result is a very nice and beautiful and fast way to create tire. And the Creating something like this is really complicated if you want to model it. And it's really challenging to add all of these details in this perfect way. But with displacements and image, that's you can get amazing result as we have right here. It's like to excite of the local mode. And let's delete this immigrant Latinas anymore his ear and go to solid. Now, let's move this tire and let's put right here. We can go to the rights and actually we can align it with this tire. Select this hit Alt S to open the pioneer of the 3D cursor and choose course are too selected. And select this one and hit Shift S and curious selection or selected to coarser. And there we go. Now I can grab this one and delete it. We don't need this anymore. Now we got nice tire here. Maybe we can take this tire just a little bit out like this. And if you have a, the distance here not enough, you can scale it and make it smaller for like, I mean, you can scale it to the x-axis. And that's okay. It's not a huge problem, but for now, let's leave it. It is. Okay, let's see what else we can do here. I think we need to scale it. So let's put this right here and scale it. Okay, something like this. Should be okay. Cool, Very cool. Now we can create the wheel and all of the details and duplicate it and we will get fantastic tire. If you've got any shading problem, like what we have right here, just to look the tire and right-click, Hey, this moth and thus can help to kill all of these effector. And you can add weight it normal above that. And activates Auto Smooth LSE before and after. As you can see, we have very small effect here. Alright, so this is with width normal. So now we got for a nice little too with white abnormal. Let's go here and turn this off. And this is a result before and after. I think I can keep it is very nice and clean. Very cool, very cool. Alright, so that's it for this video. And see you next. 37. 037 Modeling section Creating the wheel cap: Hello everyone and welcome back here. Let's create the wheel cap. Let's go to the right. And I just moved the 3D cursor right here at the center of this tire. Just select the tire and then hit Shift S and cures cursor to select it. And there we go. Go to the right now, hit Shift a to add. Maybe you can add the cylinder and just add the vertices at number seven. And in the aligned section, just choose View to align this to the view. Alright, instead of rotating this minimally, the fact that hits us to scale it, and let's kill it like this. Alright, I've heard that tablet mode. Select this face, hit Control I to invert the selection and then hit X to delete these faces. Okay, now select this and I will hit, it, inserts Ellis and service almost right here, something like this. And after that maybe we can select these edges. You can hit Control Alt and click to select a drink and then bevel them. Go to the right hip, can throw, be in, propelled them like this or something like this, and keep some distance right here, similar to the image. Now we did a great, okay, Now let's see what's the next step. I will go to edge and grab all of these edges. Control Alt, click, select all of these edges and then hit control V again to bubble this. And let's pivot though. It's just a little bit like this, something like that. And now we can add an a here, can throw our, let's add almost right here. Same scenario that we have here. And now what we need to do is we need to go to Face, select all of these phases. Manually. Move those to the x-axis, heat to the X. Elizabeth those just a little bit like this. Now, we can select these vertices or edges and move those to the x-axis, key X at. Let's move those to just a little bit like this. There we go. So now we got this results. Maybe I can scale those yourselves limit and push those out. Or I can hit Alt click and then S and the skill, this edge just a little bit, not too much or something like this. That's what we're less will work in this phase. But I got, I got here, I can move it inside to the X. Alright? Yes, a little bit more of it like this. And now you can hit XF to delete these faces. This big face here. Now let's select these edges. Alright, and then hit S to scale those inside just a little bit. Alright, that's cool. In when you do that, when you scale those inside, you change the length of the age itself. In this case, we can go to the transform pivot point and choose individual origin and scale those back and make those big. Yes alphabet. As you can see, I can scale them individually. Now, I will hit Alt click to select all of these edges. And maybe now we can scale, sorry, extrude those back. Let's hit Slack to isolate this one alone. And maybe we can select these acres, all of them and hit F2. Alright, I think that's not going to work. The syllabus went along it F, Alright, one by one. And this one as well as F. And now we just filled this area. Now I can Alt click. Alright, and it got up all of these and hit E and extrude those just a little bit inside. And now we got this results. That's cool. To see what else we can do here. Alright, so before we move on, I just need to create this design insights. So I will select these edges and hit Shift D to copy them and right-click to leave them in the same place. And you can scale them down just a little bit, but Changes to meet him point and skill. Those inside gets a little bit. And then hit P as two separate those. Top the club those tablet mode and select these vertices and then hit em at center American Art Center and those as well, M and merge and center. And the same scenario for the others. There was here. That's cool. Now alt click and go to the right, hit S and scale it. And they just need to make it, make the size of this similar to the size of this one right here. We can scale it just a little bit more. Something like this. And then hit F to fill this area. And then hit I to insert. And this interface hit G to the X and move this inside like that. Alt click to grab the outer edges E and then S to extrude and scale those out. Maybe from the right of view, I can control it better, something like this. And now we can move those to the x-axis like this. When you do that, if E and extra dose just a little bit. It's a select all the faces in case we got some problem with normal. Just hit Shift Enter to calculate the normal India as you can see. Alright, so that's cool. Now we got this result. Maybe I need to make this a little bit bigger. Select this face can throw a plus to grow silicon and hit S to scale this just a little bit like that. And I think now it's better. Alright, That's cool. Okay, so we did that. And let's see now what's the next step? Okay, less tab out and listen like those here. Tap to the edit mode and I will select these vertices, for example, and maybe we need to scale them just a little bit. All of these. But it's better for me to add an a here, it's F. And add edge for all of these, those here at F and add it face and here as well as F and this one as well. That's very cool. Now let's go to face hit number three and select these faces as I just created. Alright. Let's call anomalous, go to the transform, pivot point and sweetness to individual. Endless kill those just like that. Now I can select one of them and hit E to extrude it like this. And maybe from the right I can control it and scale it like this and make that a lot. The line goes sits right without breaking it. And this is cool for me. From the front, maybe we can check it. And yeah, it's looks okay. Have you That's very cool. Very cool result here. Okay, maybe I can, it can throw a lot and they add one H right here. And let's see what we can do here. We can select these edges. All of these edges. And yeah, let's select this one, this one here. Alright? And I will hit G and move this to the x-axis. Maybe something like this. And align this edge with it. Hold Control S times right here and nature to activate vertex snap. And she was processed. And as you notice that I just focused on this area and I just moved this edge and this edge and I ignored all of these. I did that because I will delete all of these and use array modifier to rebuild them. Okay, so now let's go to face Alt click select all of these phases, hit XF to delete them. And Alt click to grab those here. And then hit XF to delete those as well. And those select the rest, select one face, hit Control L. And I just need to this, detached this from here, select this face. For example, XF. Grab this face Control L, select terrorist acts after they live in, I guess ended with this. Alright, and that's what I want for now. Very cool. Okay. Okay, now let's go to the right endless tab out LSE. Now what we can do with this, okay, now let's give this array modifier. We go to them, we define an array and zero out the factor. We don't need to add any number here in the X and Y and set because we don't need to, we don't need to push the kobe towards one of these axes. We need to We need to Coby and rotate them in the same time like this. So I see right here. And let's add seven copies. And I will activate objects, and I will add an empty object right here, Shift a and go to empty enqueues plane axes. And let's go back to the modefier array and pick the empty. Now, we got something here, but we got some problem and that's wrong. That's because maybe we got some problem with the skill. So select this, can throw a up by the scale. Control a, apply the rotation. Now we are in the safe side. Now we need just to rotate it to the x-axis. We get everything ready. If I hit R to the X, I will get this result. But I need to be precise. As you can see when I rotated, this value right here is changing, okay? So we need to use the X axis for rotation and add the value that we need. I will add 360 degree 360/7 and then hit Enter. After that, you will get the correct angle. Now we got this. Fits likes to excite and let's see what we got so far. Let's go to the rights. And that is very cool. Alright, so now we can apply the array modifier of we accept it, but we need to activate the marriage to merge everything before we go farther. And now we can hit Control a hand up light in this to the vertices just to grab one vertex and they can move it and I sold it. All right, Now let's select this outer edges. And maybe we can hit E just to explore. There's just other words. Alright, maybe extruded or maybe extraordinary insight it is. And move this face inside, something like this. Alright. Now let's tap out and dispose of this inside. This one as well, selected it's key to the X. Let's align it with the tire and let's see what we will get here. Alright, let's see what's happening if we hit Alt R for the tire for say, the rotation. Okay. That's not going to work. I think I can rotate the tire from the right. Seats are in rotators. Hold Shift to make the movements slowly like this and rotate it like this. And there we go. Okay, now I can select those and hit S to scale than just a little bit. And let's go to the right and let's see what we got so far. Scale those back. That's too much actually. Let's move those to the X close to the tire or something like this. And now we got something nice. That's very cool. Okay, now it's time to add. We need to add Bevel. Before we add Bevel, I think we can select these edges. Alt click. And I don't know, I feel that we need to move those just a little bit inside heat to the X. And let's see what we will go. Alright, that's not going to work like this, but maybe we can select those edges and move, move, move them inside. Fix. Something like this. Alright, That's very cool. Alright, now let's add Bevel modifier. And let's add 0.3 centimeter point to apply the scale for this in case we got some problem with the scale and add to a level here and activate harder normal. And here we have a warning tells you that you need to activate auto smooth here. And now we got something cool here. Alright spots. We got some problem. We need to fix. For example, this error here, I will hit Select to isolate it. And let's see What's the problem exactly. We have some vertices, not well lit here. Alright, so I will grab this vertex. I think we got extra vertices here. I don't know. Can throw X to dissolve this. And we have any extra vertices here. That's where it, Let's go to the bevel and turn off the bevel. And let's see what's this tweaking here and why we got in this kind of problems, can throw X for this control, X for this. It's all of all of these. And that's where, what's this face that we have here? Select this face, hit XF to delete it And what is this? Alright, I will go to vertices and manually select this, hit the hold Control and snobbish right here. And what about this here? Let's see. Do we have any open area? And yes, that's right. Hold Control and establish here, hit a select everything, and then get and then enter. In case we have some vertices, nodes married and then hit Shift and to recalculate the normal in case we got problem with the normal. And now let's see the results. Okay, now let's add the activated. Okay. And I need to change the limits to wait, not angle. I've taught it that I will go to the bottom here and select all the edges. Go to the egg has a gift. All the edges bevel weight. And let's exclude one of these edges. Those here. I can hit Alt, click and deselect those manually as well. And zero here. At least see what we got so far. All right, That's very cool. We got small tree tweaking here. Let's select these edges. Let's move them just a little bit to the x-axis, here to the X. And here we got some problem as well. Turn off bevel and let's see what is it exactly? Hit Q to move this something right here. Alright, extra faces we got here. Select this one, hits X, F to delete it. Outs, activate devil. And now it should work correctly without any problem. Yeah, that's cool. Right-click here, the smooth tool, make it better. Now we killed any artifacts here and the result become very beautiful. It's likes to excite and they will go now we create something nice here. We need to copy the same bevel to this, select this whole tear the club this with a bevel, go to this arrow and choose COVID selected. Now we just covered the bevel to this one. Tab, hit a way to one, tap out and assets. Apply this skill in case we have problem. India, right-click here the smooth and give this auto smooth white here. And now it's become very beautiful. Alright, That's very cool. We don't need this empty anymore. Just deleted. And very nice. Alright, It's very cool. Let's see if we have any problem. Seems like that we have nothing here. Everything is perfect, even the tire aligned with its truthfully. That's very nice. Progress RS with us will do it for this video and see you next. 38. 038 Modeling section Making some fixing in the rear bamper and bumper lights: Hello everyone. Welcome back here. Some small change here I need to make before I move on. For example, the land that we have here goes like this, to go and fill this area. And for the bumper when we design it, we we added the face right here. This face, we don't need it. We just need to ingest a little bit. Grabbed the bumper and the hits like to go to the local mode, tap, select this face and this face hit here and move this inside just a little bit to cover those. Hit XF to delete them. We don't leave them. I love this edge, give it the bubble away two on, to convey the bubble. That says we don't have much here to do. Alright, no less hits like to excite from the local mode. And now I can select the light and go to face. Let's see what we have here. I will add edge loop here and align it in the correct way, Keith wise and move this just a little bit right here. And the graph the other side of the edge, sorry, Who's yours? This one right here. It twice. There's just a little bit lighter with this edge of the bumper. And now we can select this face alone, can hit E to explore this down like this. And we can go to the wireframe in the club, these vertices a key twice in this land them like that. Alright, that's cool. Now let's grab the window. The glass of the light can throw our list at age right here and go to face. He grabbed his face, hit E to extrude this. But I think I need to move this manually. Alright, or I will hit Control Z and I will extrude this again. I can go to the bucket view is the go-to airframe hit E, extrude this almost right here to the base of the bumper here. But we got some overlapping because we need to push some vertices back. Those here. Hit key to the why and will this back? That's cool. I think that's better. Keith with away even more or less cool Now it's better and now everything is aligned. Cool. What else we need to do here? For the bumper, I will give this head smooth. We didn't give it hit smooth. And where we did that, we lost some edges here. Let's try to retrieve these. By the way, we just, we didn't give this egg bevel. And we can do this manually, grab this and give it a away way to one. Now we got this. What else we need to do here? Let's disliked to isolate it. And those here I can give them eventful, actually. Bevel way to one. And even this edge, this edge right here. Just to help people to work correctly. If you don't like to give us not a big issue. And what else? Let's see what we can do here. Alright, this EKG right here within, give it a bevel. Solely give weight to one. I think that's all. We gave all the necessary edges. We gave them before. I think. Let's talk about LSE, the results. Alright, by the way, we are not so quite finished here because I didn't give it a tire enough space. And I think we need to make some tweaking here because the therapy should be a little bit wide. And I can select the side of the body here and just move these phases gets a little bit more room. I can select those and hit Alt S to move these faces towards the normal. In more than just a little bit. Something like that. Not too much. If you have some problem. I mean, you can, for example, you can hit Alt S and move those like this. You can delete this face. I could tell that because we got some overlapping here, XF and delete it and you can leave it like this. It will work out of this area. Alright, that's cool. Now we made this filler and that's what we wanted. And what else? Let's hit the sit can throw onsets because I just need to make sure that we didn't meet any mistake. Here we got some problem. When we hit Alt S. I think this eight goes to we got tilde here. I don't know. Let's try to make sure that we didn't smooth the outer edges. Altis. Because something like this. X F to delete this big face, this vertex, maybe I can hit key twice and take this bag here. Okay? Let's hits like to see what we got so far. Is everything is okay or we got some problem here. Everything looks nice. I think. And we just got small. Problem may be right here. I can select these vertices and let's see, maybe from the top, I don't know. We can move them and move those like this. Okay? And we can grab this edge loop and move this up just a little bit key to the see, something like this. Really hits like to excite. And I think that's better. Now we got a little bit more space to put these back fully wants. For example, I can tap and I can go to face. Ladies faces and move those back to the, to the x-axis. Here, to the X. And move those spec, something like this. That's cool. And maybe, you know, we can club the flyer and selects the necessary vertices. Those here. And we can move them back to the X and move those back right here. Now we gave this area a little bit of room to add the tire list. Select those. For example. Let's move this right here maybe. Alright, something like this. We have more room for the tire, but it's not so quite enough room. But we will fix it. And maybe we can let's try to do this before we move on. Maybe I can add 18 right here. I can slide this, for example, key twice. And let's move this down just a little bit. We can go to the right. It's like to isolate this one. And from bright, we can make correct cut. Start from here and ends here. And hit C to cut through and then confirm the cat hit Enter in this EKG that we added in there by using Control or we don't need it. And we can count on this one. Let's see what we can do with this. Alright, I can select these vertices, for example, and move those back just a little bit to have more room. But we have labeled vertices here maybe. Alright. Keith, with a Y or to the X. And move those just a little bit back. It's like to isolate this. Let's see how can we do this. I will hit G and hold Control and stop those here. And we got some weird problem here happen. Let's try to find out why that seven. Alright, some problem here we have. Alright. Okay, let's select this new age that we added and maybe we can give it a bevel and let's see what will happen. Yeah, we can give it a bevel and fix it if we like and leave it like this. It's like a list check if we have any overlapping here is we don't have any overlapping right here. Alright, let's see what else we can do here. I will tap it. It is more than add one H right here. Align it with this. And on the other side, you can throw our and add one to eight right here. And in the wireframe, I can select these vertices and even I can move them inside like this. And now I get better results. All right, that's cool. No, I can either tire this area without any overlapping. Cool. One more thing here. I just need to do. I just need to give this more room, this hole. So I will go to the right and go to wireframe and manually just hit G and we can move it right here. And then top can, that's it. Don't become bigger and that's better. Alright, so that's cool, very nice ritual that we got here. We fixed almost the most important problems. Here. We have small overlapping here happened in this area. If we need to fix it, we can select this and go to wireframe. And select these vertices and those here. And we can move those to the why and move those right here. And that's better. Now, we need to fix the lights as well. The cylinder light detail. Okay, let's select it like that and deselect the the bumper. You can hit key to move the light and let's see that we selected everything. Yeah, that's right. Now. We can go to the right and top and the crop that necessary vertices and hit key and move them like this just a little bit. And that's it. Alright, cool. Now we got very nice, beautiful results. Everything is in a place almost. And the result is cleaner. And I like to get clear results in case I want to zoom my camera in the edits and close area, everything will look nice. And that's what I want. Very cool. Alright, so let's end this video and see what next 39. 039 Modeling section Creating the wheel and the disk: Hello everyone and welcome back. Here lets you create the wheel. The wheel will not be visible from the side, but it will be visible from the site. Soap. We just have a little bit of details we need to add here in case we put a camera at this level, snot makes sense to leave this empty. So let's add something right there, less of bringing the reference images here. And before we start, I just need to make a little bit of changing here. You see this right here. I just need to make it a little bit bigger. My result is very nice and beautiful, but I think we need to scale it just a little bit. So I will select this, hold Shift, grab this touch with its mood. Hitch. Want to go to vertex x0 to Wireframe, grab all of these vertices here is Z to go out of wireframe, S to scale it. And yes, Kyla, just a little bit. Something like this makes sense. And I think it's more beautiful, now, become very nice, very sci-fi or externally. So let's create the wheel and let's see, do we have any image can heal us what's exist there? I think we have image right here. Let's make this a little bit bigger. Alright. Let's see what image you can help us. Maybe this one right here. Yeah, this one is working now I can see the details of the wheel. I'm talking about the rim of the wheel. Okay. Let's see how can we do this? Literally the tire and let's start with me, see if we can select the vertices that we have here. Let's see how many vertices are too much artist, by the way, I will hit Alt, click, Go to edge, Alt click, select all of these edges. Alright, that's too much. So I'm not young to use those, but I will select this. I used to bring the 3D cursor in the middle of the circle. Okay, Shift S to go to the pioneer of the 3D cursor and just choose course are to select it. And there we go. Now, course are moved to the center of the circle and that's what we want. Taboo out now. Alright. Shift a to add in this other circle. And I need to rotate the circle to the, to the, on the x-axis, sorry, y-axis. But 32 vertices, that's too much. Alright, So I think, I don't know. I think I can use subdivision surface and make the circle lowball it and then a subdivision surface. Or maybe I can use bevel technique. If I use the Bible technique, There's no reason to add subdivision surface. So I think I'm going to use bevel technique and let's increase the number of the vertices. Let's add 40 maybe. And rotate this to the white. Just hit R, Y, 90 degree like this and then scale this mixed small. Something like this maybe. Alright, that's cool. Yes, make it smaller than the tire and can throw light. Apply the scale because we scaled it. What do we need now? Now we can maybe talk to the edit mode and then hits a select everything in E to the extrude this insight, something like this. Maybe what else we can do here? Maybe we can give it the thickness rights, or maybe we can select these edges and hit E to extrude and scale out. And let's kill them like this. Something like that. We have some tweaking here. Let's go to face, head number three, Alt click, select the face loop and key to the pics and those out just a little bit, something like this. And Alt click on these edges, S omega this a little bit smaller. And what else we can do here? Maybe we can hit E to the X and extrude those just a little bit like this. And E extrude those out and explore those. Okay? If this becomes bigger than the tire, you can hit a and then S and scale this just a little bit. That's okay. And if you have any intersection, that's okay as well. It's not a big problem. Okay, Now maybe we can hit E to the X and mood is just a little bit inside. Okay? And I think I need to add an H right here. So I will hit Control R and add edge and move it right here. Something like this, this, it's like to isolate because I just need to make some tweaking right here. For this age, I will add another one besides him and go to face Alt click and then Alt S to book this inside just a little bit. That's what I did here. And that was attempt to add Bevel to make the smoother Alt Clicky club this and the bullets Or maybe this one as well can throw a, B. And let's pivot less and less, add three. Maybe. They got up this and this one right here and this one right here. And the grill them as well, can throw a B. And let's bubble them like that. And there we go out. And now let's check. We want to check their normal. Okay. Let's go to face orientation. Okay. We need to flip it. Okay, tab hit a and let's try to hit Shift Enter, calculate the normal. We want to see if that works or not. Kept N. Alright, that's not gonna work. In this case, I need to hit Alt N. Where are the screencasts? Where is it? Whereas just forget to activated. Right now I will hit Alt and to open them normal menu and choose flip. By the way, Shift N is right here, recalculate outside. Anyway. Flip it, flip and flip it. All right, That's great. What's next? Okay, Now this tab and let's turn off face orientation, right-click Shade Smooth. And we can give this width normal. Okay, to make it a heading better. As we learned, it activates Auto Smooth is very important. And now we got something interesting here. I think I can do something else here. When I go to the edit mode, I can grab these edges, hit F and other cup here and just bevel the edges like that. And that's will be better I think. And leave it like this. The width cover that we have here, we will cover everything. I just added this cub in case we can see something right here from this angle. We don't need to see and light. And one thing, we need to see this instead. Now we got something nice. You can leave it like this. It's working if you like. So okay. In case you want to make this more smooth, if you would like to do this, you can add subdivision surface. And now we got even better result here. Okay, Level one of subdivision. That's okay. Let's put this underneath subdivision. And let's see before and after. Alright. I think I will activates weight normal. And by the way, my guest need to mention something right here. We are here to learn not I'm not focusing on finishing the project with a focus on learn the software. As you can see here, if I turn off weight normal, you can see that I have harsh line here. That's because K, That's because these faces, this face is very small and we have very big face right here. When you activate subdivision surface, the algorithm will push the aqueous toward this big face. Okay, if I turn this on and hits why to activate wireframe and deactivate this. As you can see here, these edges pushed towards this big error and we have some variation here. We have very giant faces here. To make this even all rights to balance that, we can add an extra H here, top and then hit Control R and an egg. And you can see we make it better. And when I move this new edge to this Darrow, can, you can see there's a difference here. Okay? So let's move this. All right, Somebody like this, I add this edge right here and that's helped me to will make this even smoother. Now if I activate the now the line here become better in the harsh line goes. So keep in mind that another AQ we can add here to make it better. Tab Control R and add egg right there. As you can see the heading. How would the heading affected by this edge? And that sets, you don't need to give it too much attention here. Let's slash and let's excites and the recall. Okay, Now this tire is already two duplicates, but we need to add extra stuff here. Let's design this this disk of the break. I don't know. I think it's have a name but I don't know what's called anyway, I think they call it disk. So let's see how can we created, okay, maybe we can, I don't know. Maybe we can start with this. Can we copy this big phase and start with it heavily to the X and their cobra right here and scale it down. And yeah, that's what a work. Alkalis make this Disk brake because big disk give you more beautiful life, think and nice as compared with the small. When you will see The fast cars, the cars that they made it for racing, they have very big desk. And when you see it's behind the wheel, have very good looking. And we need to simulate that. So let's make this a little bit vague. Something like this and hit Select to isolate it, appears to separate this Disk, grab it alone, right-click origin to geometry. And if you didn't, if you don't want to do this, that's okay. Too geometry anyway, slash twice to isolate this. Touch it, it is a hit E to extrude that just a little bit. On the right direction. We have subdivision surface. Turn this off for now. And we have this. Alright, What else we can do here? Hit a half them in case we have problem with the normal. And there we go. Alright, let's select this face and maybe this face hit I to answer this, something like this. And what else? Alt E to extrude, be new and along normal, endless through those inside other but not too much. Because you will have some overlapping. Alright, That's cool. Okay, that's cool. Or sorry, why do I need to extrude this? Maybe I can extrude this one alone. So E and store this inside just a little bit like this. I think they are married because of automatic activated. It's E. And let's explore this again. Something like this. Okay, That's good. What else? Alright, so with this selected, we can hit, can throw before the vowel and let's pivot dose just little bits. This ad for baby here. I don't know. Maybe we can label this one as well. Yeah. We can do bullets just a little bit and those here as well. Yes, small amount of doubling can throw be and give them support a globe in case we want to add subdivision surface modifier. Can throw our and ads for this area. What we can do is we can leave it like this actually and just add support, a GitHub here. And one here Control R. And with this one, new one added control B2B ability to two. That's great. And now let's see what can happen if we do, we need to give it a subdivision surface? I think we don't we don't need extra polygons here. So this, this result is, I think, enough for us. Okay, let's hit slightly less CO2. We got so far. We got this activated, maybe weighted normal. And there we go. We can delete subdivision surface from this. Very cool, Very cool, Very cool. All right, let's see what else we can do here. What we can add, maybe we can create some mechanical stuff here in case we want to add the camera right here. It's sort big sense to see nothing. Okay? A few, don't want to add mechanical of stuff here. You should avoid any camera at this level. Because if you make your realistic, definitely he will till this image as CQI. But if you add details and make foreign the realistic, now one will total of this CQI or real image. Okay, but I will end this video and the next video, we'll see what we can add there. Okay, so see you next. 40. 040 Modeling section Creating the shock absorber join: Hello again and welcome back. Okay, now it's attempt to add some details here. And I'm not young to go crazy and creates all the complicated stuff here, but just need to add some easy stuff here just to make this looks more realistic. Let's start with this and I don't know what is this. I think it's connected connected to the shock absorber or something like this. And then should be connected with this thing. And there's some stuff here, and this shifts comes from the motor to rotate the wheel. And here we have a join in case you want to rotate the wheel and keep the rotation. Okay? This, you can, we do some stuff here. Let's start with this shape. And I don't know, maybe we can start from cube or watts cylinder maybe. Let's talk with the cylinder, okay, lists of bringing the 3D cursor to the center over this disk. Shift S and coarser to Selected Shift a to add the list, add the cylinder here. And let's add, for example, six sides or 6,000 not going to walk up, killian this add 16 or maybe 12. We can start with 12 and scale it. Let's kill it. And rotate this to the why or why 90-degree. Okay, that's cool. I think we need to rotate to the Z or Z. Ninth degree. Yeah, something like this. Hit you to them over to Alice. Move this right here. Scale it even more. Scale it to the why in just a little bit. Less too much, somebody like this would work. And now we got this. And I think I'm going to make some tweaking here. And it's not going to be a complicated, I guess need to grab those and move those back to the, to the Y. But if I do this, I will have some overlapping here. Okay, in this case where they can do is I can go to the writing and go to wireframe. I just need to move them diagonal like this. I can move them by the way, like this. And then after that it's key to the Z and move them like that and everything will be solved parts, there is a nice technique. Actually, if you like to do something like this, what you can do is, for example, you can go to this coarser tool and click on the surface. But another cursor is aligned with this surface parts. We need to align the direction of the course or as well. As you can see that the cursor, it goes like that. And we needed two goes with the direction of the surface like this. In this case, we can go to the tool of the 3D cursor, switches from view to geometry. And then when we click on the surface to all be aligned with a surface as well. As you can see, it's aligned like that. Okay? Okay. After that, we can go to the Big Woods transform and speeders to 3D cursor. Sorry, not this one. A transform orientation. Switch it to 3D cursor. And now if you tap, sorry, tab and select the vertices, now if you move them, you will move them diagonally with the direction of the 3D cursor. As you can see. If I go to the right view, go to the wireframe. Alright? So this is nice trick if you want to use, It's very beautiful. And I guess the intimate with those almost right here. I think that's what will work. Let's go back to the tool and that's it. Actually grab this and let's start with, sorry, let's start with to create and sorry this stuff here. Alright, let's tap it with more than the select some faces from here, maybe those here. Let's see how many face we can pick. Maybe this one and this one. Isolate this, yeah, these phases maybe entity to extrude them like this. And sweetness back to global. To avoid no problem. As to the zero Enter to make this flat, maybe we can move with just a little bit like this. And we need to scale those up like this. As to the Z, maybe just a little bit like that. And what else we need to do here? Can throw an army to add one H right here. And maybe we can then crop this a kid key to the Z and move it just a little bit. And maybe those I can move them up just a little bit like this. Okay, that's cool. Maybe this one I came up with forward. And Alt click grab those controls, be able them to three baby. And what else? Maybe we can club those here? Actually, yeah, I think I can make it to open. Let's see, grab those XF to delete those. And maybe we can delete those here as well. I will keep those kids go to bevel club all of these edges here. And those here as well. And the voltage control be just a little bit of beveling here. Already, That's cool. What else? Select this face hit itemsets. Instead, there's just a little bit end go to Loop tool into a circle to make this perfect circle like that. Alright, that's cool. And from the other side, I guess forget this. Hit I to insets and right-click and just circle. Okay, Now let's give this subdivision surface and let's see what we will guts. Alright, now we got this, create bouquets, cool. We can accept it. Right-click here. The smooth to make this smooth. Tesla is more to make some tweaking here. For example, we can add a here and the crop these edges, Hikida, the Z, and move those up to create sub tilt like this. And this aqueous kinda gravitate again through all be in the bullets, will be better. Yeah, something like that. It's like to excite and should be in the central accurately. So I will select this shift S course author selected, and then grab this shift, select it to coarser, then move it back in the correct place and down a little bits, maybe right here. Alright, That's cool. Okay, What else? Let's select this again. Select this circle that we just created heavily to copy it, PS through separators. And let's move this image right here. Alright, tab out to leave this alone, tab, and it's a and D and E to extrude this just a little bit, not too much. And the club is faced with this face. Maybe we can hit I to insert something like that. Grab the edges, can throw be to bevel the three-year. And now we got this. Okay, that's cool. Tap it ANG and move this here. Alignments. That's cool. Okay, select this hip D, they are Coby right-click to live with a surplus, are too the Y and rotate this like that. And hit S to make this a little bit smaller. And now we got this already, That's cool. Okay? For this one, I will select to isolate it and I will delete these edges. So like the idea here. And maybe now we need to make some tweaking here. For example, I can grab this. Okay, Let's go to the front. Properties as to the X is your answer to make this flat as to the Z. And maybe what else we can do here. Let's select this edge twice and slide it here as to the Z and the skill is just a little bit. But I will get some problem in this case, alright, Any to avoid all of that. Okay, As to the x0, that's not going to work like this. Let's hit S to the zero Enter, make the edge flats, and now we can scale it just a little bit. Let's hit up. Alright, it's acceptable actually, but not too much. Maybe we can take this back just a little bit. Stop outs. Maybe this one is to this he gets a little bit, not too much. Now the age floor, I think smooth or maybe this error, we need to fix it. Okay, As to the Z, we can go to the front and cancel. That's better. Maybe. Can we maybe this one as well as to the Z gets a little bit. And yeah, that was better. Okay. What do we have here? We have another circle here and this area. Let's see how can we create a, touch it more the end. Okay, let's grab these guys. Hit E to extrude those maybe right here, and grab those. Okay? In this case, I need to create a circle right here, but let's try to find the suitable way to do that. Lists out a couple of edges right here, maybe four. And rights, let's add another acres here, three or four, something like this. Turn off subdivision surface for now. And let's select this group of faces. Could have this hold can throw you off the club this two cylinder group of faces here. And then right-click and choose circle to make this like a circle. But because we scaled it, a circle is not correct. Can throw that tab out. Control I apply the skill tab in. There. Faces, right-click circle. Now the circle is perfect. And we got this okay, On the other side, the same scenario, hold Shift, Control, Shift, grab this, I'm alright, maybe those as well. That's cool. Right-click circle. Now we got this circle. Okay, That's cool. Let's see what's in the next step, maybe weight. Now we can make some connection here at F and the glove this F couple of times to fill this. And for these phases, let's select this face. Can throw a glove, this gets to like those here. And maybe even those here, we can club them XF to delete them. And the same scenario for those here. Alright. Alright, there's too many way actually to create this. Now let's select this edge. Hit F2 filled, sorry noche. Grab this at F, F kibble type. And this one as well. And that's cool. Okay, Now for this area, Alt click hit F to fill it. In the same scenario, maybe right here. F two fillets. And I will select these edges here and S to the zero Enter. And you can hit G and just align it with this edge here. That's will work. The same thing for this side. Just to grab those as to the zero until make it flat and G hold cancel and stop it right here. Okay, what's next? Maybe scale it through the white as well. Think. Okay. Something like that. Maybe we can take those out just a little bit. Not to the X, to the Y, key to the why. And for those, there is no problem, can throw it out. Let's add it here, drop those, hit the K to make some coordinate Kim and here as well. Okay? And for those here we can add one edge tucking to connect those J. And one egg here. Okay? And what else? Okay? For those here, we can hit key twice and activate automatic. And American them here. I think that's what a rock. And for those here, alright, can throw, a couple of type, can throw are less idea here. Those hit J. And those here as well as J. Select those here, Keith wise and merge them like that. And those here as well, Keith wise make them up. And those here, Keith buys them here. I can throw our can throw our and make them make some connection. Okay. I know it's annoying parts bots. We've done here acutely. What's next? It's activist subdivision surface and now it's become a little bit smoother. If you want to make it even smoother, you can cut this area actually from the front. You can use the knife tool. Hit K me, cut like this, hit a to make it sits right. And she to cut through and then confirm the cat would enter to cause the whole area here tab out. And now it's better. Okay, By the way, if we need to, this to be more smooth, we can add to subdivision for example, but I don't, I'm not gonna do that. Alright? This circle should be a little bit bigger. In this case, I can grab those and move those. This H right here, maybe it can Toby and privilege, maybe the crop, the whole vertices that we have here, do we have no problem here? Okay, we got weird edges here. I don't know why that's happened. And we got something weird here as well. I don't know. Anyway, go to Wireframe, grab all of these vertices or edges, and I'm going to scale those and cancel the z-axis. Hit S to scale, but scale them through Z. Okay? Shift Z to cancel the Z axis and it's kelvin gets a little bit like that. Let's type out. And now we got this. Let's top. It is more than from the top. Maybe we can select those and those and scale them with a wide just a little bit. Alright. Let's call this, it's like to excite and it's too long. And this way, Let's grab all of that and take those back just a little bit to the X and move it here. Maybe, maybe we can Let's see what we can do here. Something like this that makes sense. We can drop those and take those down just a little bit. Maybe. Alright, listen like this. All of these, maybe we can move them back just a little bit. Alright, now let's see what else we can do. Okay, let's put the image right here and let's put the 3D cursor in the center. Have to an, let's add a circle. And let's change the number to the 12th as well. And let's rotate this to the why or why ninth degree. Sorry, our Y ninth degree scale, this make it small. Let's start from here. Okay, I can throw light. I'll play this kill tab to the edit mode. And let's see what we can do. Hit F to fill this circle and maybe to explore that just a little bit like this. Okay? What else? What else? What else? What else? Alright, so we have some problem actually here. Okay? I think what we can do is we can select those and Hickey and take this down and grab this and it's our to the Y and rotate. It's just a little bit up. Alright, something like this. Alright, let's select this new circle that we added and talk to edit mode. And let's go to face to select some faces here. This one those here maybe. And hits II through those down as to the Z zero Enter to make this flat. And now we got it. Okay, What else? Key to the Z and take this right here. E to extrude. And select these faces. Hit E to those. Something like this maybe. And the grub those hit S to scale those and get through the x-axis to move those forward. Alright. Okay. Alright, let's hit the select this face and hit I to insert. Just a little bit, not too much. And it can throw our to add one egg here and one edge there as well. And go to knife, cut from here to here, or hit Enter another cat from this vertex to this, the Enter, grab this edge, this edge Control X to resolve them, we don't need them. Now, what we can do is we can select these faces and those here as well. And this face here. And maybe this face, it should be right here. Okay? And I will hit Alt E and extrude along the normal and extrude those just a little bit. And go to the option here and choose Offset even to fix the problem that we have here. Alright, after that, we can select this. It's like to isolate us, okay, That's, will be better. Let's select these edges, Alt, click, and Control V to bubblegum. And let's add the three, maybe, something like this. I'm not too much crop this year maybe. And this one can throw extra dissolve it. And crop is vertex with this one and make connection. And this one as well. To make these quad, quad faced with four vertices. Alright, what's next? Hit Control R maybe to, to, to make this error tight. Or we can use bevel actually. Alright, so now we got this result. Let's see what else we can do here. Maybe we can add here something like that. And the Grob, this vertex, this and this key twice, move this up and roll them, and select this edge and this edge and delete them. We don't need any triangle here. Okay? For this area, grab this face it I to insert. Alright, inserting this face inside, That's will help the subdivision to work correctly if we give this area faces inside, yes. Okay, Now we can target the necessary edges that we need. And now we can give them bubble. Know this edge, just those here, maybe this and this one as well. Alright? What else? We can select those here. And those here. Alright, so maybe we can see those here as well. So beveled them. Alright? And those here, something like this. Notice here. Alright, let's see what else we can do. I forget those. And this egg here, this one here. Maybe we can select those here as well. Alright, cool. This one, this one. Yeah, I will select those here as well. Alt click on this one here. I think that's will be better. And now let's go through the atom and give it bubble weight. And let's add Bevel modifier. And let's take this to zero and move this just a little bit. This small amount of beveling. And let's add subdivision surface above it. And top, I'll try to click here the smooth and we got something nice. Some problem we have here, maybe because we gave this a bevel. See why that's heaviness turned off subdivision surface and the wool. Alright, I will select this face and hit the I to insert a little bit. Tub out activated Bubble. Sorry. The problem is we didn't three this tool to weight it. It's still working with angle. It gets Rick this to weight it. And now it should work correctly activates subdivision surface and I cool. This equity. They didn't give it subdivision. We didn't give it a bubble and give it the bubble, this one as well. Alright, cool, nice acceptable result here we have with the subdivision one. It's clean. This exact now, and this should be inside it. Okay? Top of Grob, all the vertices that we need. Alright, go to solids, key to the edge, sorry, keith, with the x-axis and move this just a little bit. I don't know. Can we scale it? Let's move this to the X DX. Let's leave it like this. It's okay. Maybe we can take this up. Those you to the Z and take this up just a little bit. Alright, that's something nice, I think. Very cool. It looks nice for me. Alright, this video become very long and I will finish it and complete this annoying stuff. The next one, okay, so see you next 41. 041 Modeling section Creating the Driveshaft Boot and Damper Fork: Hello everyone. Welcome back. Let's create this shaft. Okay, let's see from where we can start listed like this, this shift S course are to select it. And maybe we can start with cylinder Shift a and the two cylinder or even circle is working. Let's add a cylinder and let's rotate this to the why or why, ninth degree and this killed list. Because very small, something like this. Maybe. Let's pull this right here. Alright, let's pick a, just a little bit ****, that's like to isolate it, touch it is more crop this phase, this phase XF to delete them. And what else? Maybe we can skill it just a little bit to make it bigger or taller to the X. Suddenly like this. And we can control that later if we want to make it smaller. I can throw ado. Let's add some edges. Something like this. With this egg is selected, I will have ketorolac are again controlled B, sorry, and the whole dose. Somebody like that. Okay, something like this. Maybe I will have, can throw the entropy that again. Okay? Can throw out, sorry, Control R. Let's add edges here. And let's would this, would those selected. I will hit Control V and bubblegum. And now we can select Edge and leave one and select the next. Select this one, hold Alt, click, and then the next one, Alt Shift and click. And then hit Control Shift to select the other edges. Like this. Somebody like this. And we can go to the select and go to loop and loop to select the loop. I've started That's kill those inside. What's we need to do is we need to hit S to scale Botkin. So the X axis shift X case, something like this, maybe. Just a little bit. Not too much. Okay, these edges right here, grab them, activate automatic key twice, and merge them for now. And then we got this. Okay, that's cool. I've started that with these selected these edges right here, I can activate proportional editing and active and scale it like this. With a proportional editing on. That's very cool and from the cell as well as S, and make the effect smaller or less cool. Alright, now I will hit S to extrude this inside. And then E like this and the crop those here. And give them the Wilkins will be, let's add the three. That's will be enough. And now it's the time. Select all of these edges here and grab them and Bevel them. Can throw be and lists are too maybe. And the club those as well. You can ignore them. I think we can do this. Alright, let's see what's it can happen if we added subdivision surface. Right-click here the smooth. And yeah, that's very cool. Alright, let's select the edges in the center and then Control V. And now let's select those can throw be. Maybe we can just kill them. Just a little bit. Turn off. Proportional editing could S and cancel the X, then bubble them. That's better. It's about saying the and I was okay. It's not so quite similar to the result that we got here. And if we need to do this, we can add extra edges in some places will make them a bit tighter. If you like, you have this option. And if you like as well, you can select for example, these faces and you can scale them inside even more. I feel like that's going to work as well. And let's see what's gonna happen. S Shift X to cancel the x-axis and ever go. Alright, stop outs. And yeah, this one is working for me. Touch it again. Select this edge is right here. Hit E to X through the chest a little bit and ES to store this inside like that. Maybe. And E to move this and ES little bit and eat inside. Now select these edges, can throw B2B, hold them to three, maybe somebody like this, and grab those here. And maybe this one alone for now can throw me and give it a little bit. Big. The violin care, this one can throw be, this one has will alter cancer, will be Alt click me. And the tub house activates subdivision surface and the telescope It's like to excite and less CO2 because so far hit you to move this just ultimate. Those attempt to create the shafts. Okay. Touch it is mod end. Maybe we can select this edge. I'm just going to show you maybe this one. Alt click and Shift D here, Coby, right-click, leave it in simplest, be separated. Top outs. Select this new age, tap it a and E and extrude like that movie just a little bit. And let's, It's like too exciting. There we go. Alright? Alright, alright. I will move this just other bits inside here. And this one as well, the key and move this here. Tub, club these vertices V and move those little bits. Top. Arthritis like Hey, this mode, you can leave it like this. It's will work. Okay, cool. Okay, what's the next step? What we need to do here? Okay, now we can create this thing. I think this one is connected to the Shock absorber, something like this. And let's see how can we do this? And baby, we can make some tweaking here to the design that we got here. I don't know. I feel that we can make some kinks here to get better results. All right, I think we can delete those for now and add just one right here for now. The crop, the whole vertices here, key to the Z. Maybe we can move them up like this. And the crop is vertex key to the Z and down a little bit. Okay, Let's sits like to see what we got. Alright, we need the distance by the way, because it's, it's important. We have some distance right here. Alright, let's hit slash again and let's see what else we can do. And they keep here and this area, right? What about these faces? Select this one can throw, you have to crop this. To select this area. I think we can hit E to extrude that just a little bit. Okay. Before we extrude this, I will hit I to insert first and then eat to extrude this. I don't know. Yeah, something like that. Let's hit Select to excite. And maybe what else? We can hit E to this again and extrude it again, move it down and then hit S to scale. Let's make it big. And hit I to insert this face and can throw off to support this side. I don't know. Maybe we can grab those and the volume to know too much. And whatnot. We got something interesting here. I think that's, will be better. Alright, yeah, this more beautiful. I think maybe we just need to take these interfaces down from the front. Maybe we can go to Wireframe, grab all of these Hikida dizzy, and move those just a little bit right here. Alright, I think because we, because of the the auto merge activated, we married some vertices, accidentally hit U to the ZM of those here, top outs, and there we go. Alright, so that's cool. Let's see what else we can achieve here. As I said, we need to create this. And let's see how can we do this. All right, how can we created it lists the cylinder or circle with the 12 vertices? Yeah, 12 we have here. And rotate this to the skeletal terrorists actual ischial it, make it small. And our Y ninth degree G. And move this here and key to the Z and take this right here. Let's kill it even more. Somebody like this. Maybe or maybe even bigger. I think. Yeah, let's kill it just a little bit to the Y. That's cool. Cancer all have like SQL tab. Go to vertexes, grab these vertices that we don't need. Alright, let's scrub those here. Let's cancel this and this. We need those hits X and V to delete these vertices, hit a, select the other. And maybe we can hit E and through those like that, hit a, select everything, shift and to recalculate the normal in case we have problem. Now we got this. Okay, let's select these two vertices and those here and skilled in just a little bit. Okay? Maybe now we can hit a move those in the correct position like that. Grab those here. We can maybe crop them here Can throw are less, add two, maybe three. Or i32 much control or less are too for now. In the wireframe, we can grab those and move them up just a little bit. That's cool. That's called hit a and then Alt E to open extraordinary new and extrude along the normal. Throw those out a little bit like this, maybe go to offset even. That's correct. Some stuff here. And after that I will add slack to isolate it and work with this here. Alright, let's go to face. And what we need to do here, Let's select these faces. Maybe I'm alright. Let's hit E to extrude those. Something like this as to the zero Enter to make this flat. I don't know. Maybe we need to make it a little bit smaller. And another extrusion here, maybe here just a little bit and then another extrusion up. And now maybe we can select these faces. Hence kill them like that. Killed him inside and the same time. And I can select these vertices on the both side. And he'd keep it busy and move those up. Or maybe all of these vertices actually key to the Z. And what else we need to do here? Alright, let's select this here. Control V to bubblegum. That's either three. Those as well can throw vtable for them, add three here, and grab those. And the role of these, it gets here. The same thing for this side here. Okay? Alright, What else? Those here as well? Alt click and those here. And those you as well. Alright. And those here. Alright, club those and be able them. Sorry. And the club those husband very cold, give them the void. Okay, That's better. And yeah, that's cool. Alright, let's see what's going, always going to have it if we give this subdivision surface, but let's delete these faces. We don't need them. Okay, X to delete them. And let's go to the modefier, add Bevel modifier and Disk brake the method two weights. And let's add 0.1 centimeter. Alright, 0.2 centimeter are the three segments are too. Let's add subdivision surface after that. And the right-click here to smooth out, hey, the smooth. Okay, we got nice results right here, but we need to take this further. I will turn off the vote and subdivision surface and go to the edit mode. Furthest, grab these edges as we got here, this one. Those here. And on the other side as well, we can select them and kill them like this, make them very close. Here we can add an edge and this area almost right here, and on the other side as well, the same scenario, by the way, you can delete it and use mirror modifier. I think I will do that. Alright, now let's select these faces. And I tried to click into a circle to make this circle, but we need to select those here as well to get similar results. Okay, we didn't get results similar to what we have here because this area, we scaled those two edges like this. And here we don't have something like that. Because of that we got some rotation here. Manually. We can go to the front, for example, and go to wireframe in manually. We can rotate this and hit key and move it in the correct position. Something simple, by the way. Yeah, that's what kept her that I did that because I need to crop this and hit E to extrude it to the why and to this and make it flat. Alright, after that, I need to give those as well. We will wait. And those here as well, we need to give them bevel weights and K. That's cool. Let's see what can happen if I activate subdivision surface. Alright, so we got nice results. Similar tweaking we need to do here. Alright, subdivision surface. Yeah, very good. So-called Yes, a little bit of tweaking we need to do here. Let's select these faces, go to face and select these faces, and hit G and move those just a little bit out. And if you like, you can scale them like that. And from the right maybe we can rotate them or we can leave them like this. That's will work. Okay, Let's leave them like that. Alright, Very cool. Tub outs. And let's see what's gonna happen. We have something here. Let's try to fix it. Alright, to fix this, actually, we can give those a bevel as well, this age and this age. But I think this bevel that we will add here will kill some problem. This try and less he was going to happen. Alright, I think that's better. What we got this problem right here. I will accept it. Because now on we'll see what's going on here. Alright, I'm not going to put the camera close to this area. I will leave it like this, but for this side, in the right, I will delete half of it, like this, hit XF, and I will add mirror modifier to fix this. Okay, Let's go to them, your hand mirror modifier and make it ferrous, modefier and serverless give it the right axis maybe to the Y. And yeah, that's cool. And now we can activate all of these modifiers together to get this result. It's like to excite. And let's see, here's everything aligned perfectly. Alright, so everything looks nice. We have some space right here, and we have some overlapping here as well. We need to avoid all of that. Okay, Let's leave this as is for now. Maybe we can find the solution for this later. But I think we can scale it gets a little bit to make it smaller. And we need to make some connection. Because here we have an open area. So let's select this and first list, correct? The normal, because I think that normal flipped because we have some variation. The killer, as you can see, top, it's a shift N and yeah, that's right. Okay, select the second and let's select this face. Can throw up last couple of time to grow silicon Mg to move those just a little bit to the, why? Give it just a little bit of thickness. And maybe I can select this one in, hits it to insert this and hit E to extrude it. Just a little bit right here. Okay, something like this. And here we have H and here we have H club. Those two can throw me to bevel them. Something like this. Hello house. That what rock. That's cool. Let's go to the front and let's see the alignment. I think we need to move the just a little bit right here. Let me ask something like this. Alright, that's cool. What's next? What we need to do next, Let's select this one. I think I can hit Shift T D, take a Coby and right-click to leave it in the same place and then hit Control M to activate them. You're now a mirror is activated. We just need to give it the, the right axis. We need to mirror it's on the Y. So just hit Y and then anthro. Ready, cool. Alright, so less activity, subdivision surface. Alright. Okay, let's make this a little bit smaller. Tub hits a selected everything at this and make it smaller to the next tab key and move this right here, making the shift a little bit longer. Grabbed their vertices key and those inside that box. Right? What's next? Maybe now we can eat the create the knots that we have here. Select this face tab. Alright. What I need to do lists like this today as mood. Just select this face here in the middle Shift S and the program, the 3D cursor, the center of this face tab out, shift eight to add. Maybe we can go to the front and then hit Shift a to add. And let's add cylinder. Maybe we can add. And let's add six side here has Enter and align it to the view to rotate the cylinder towards cells and then just kill it and make it very small Something like this make it even smaller. And the fronts. Alright, that's cool. Now, take this out. Skills even more like this. Great cool. And what we can do now, controlled by scale tablet mode, select this face it E to extrude it. Alt, click on these faces. And then what you need to do is Alt E and extrude along the normal and just extrude them gets a little bit like this. Not too much. And less selects the edges Alt can throw click to select age, rank, and Control V to bevel. And let's move all those. Let's add some edges right there. When new companies Alt click on these faces, right-click and your circle to make this a circle. And after that we can grab the side with the site and give them a bevel. Actually, all of these, we can give them bevel. Okay? We have this vertex is very, very close to this one, and these vertices will cause us some problem here if we didn't fix them. So let's see how can we can fix those fairest. Let's go to face more tip number three and manually select all of these faces like this. And those here. By the way, you can hit C and use the surprise to select those booklet. Okay, after that, when you select all of these, just hit X and go to limit dissolve to delete these edges alone and leave the necessary images for this area. And garbage can throw blocks to grow selection, or you can go to the right, go to wireframe, select the site. After that, you can hit F to make this one phase. Or you can hit Control X to the sulfur. That's all work as well. And some which tweaking we need to do here because we need to use bevel. Let's mark those first two vertices, U twice and merge it. Because we need to use bevel. This goes like that. It's not gonna work because of a volt will be turned to this direction. But if we make the Akos like this, Let's move with her. So select this and this and hit J, that's better. Crop this can throw X and delete it the same center right here. This vertex key twice and merchants select this with this hit J and go to Edge Control X and dissolve this one. And you can do the same scenario for those K. And this one with this one had J and this one Oswald J. And J maybe, or maybe for this one thing that's will be better. Now we can select this face right here. If I to insets and E to store this inside, I can rank, select all of these edges, can throw it all to edit, click, Control V to bevel them at this level, them like this. Now go to face, Alt click, right-click, circle, and there we go. Okay, Now let's hit C and let's use the circle to, or it's just, I just forgot something here. Deselect anything could see and move the circle to grab all of these quickly. Alright, something like this. When you complete X and limit, dissolve. The same scenario, just small tweaking here is J. Make some connection here. This one with this one had J. And those here hit J. J here as well. And here for J. And I said Sandy's edges, we don't need them anymore. All right, that's great. We just note you need we need to give them a bubble and we will be good to go. What's the next video? We will finish this. Okay, so see you next. 42. 042 Modeling section Creating the Shock absorber and other parts of the suspensi: Hello everyone and we'll come back. Okay, Let's complete this nuts. See what else we can do here. Alright, I think that we can give it a bevel. And I will use them with the fire. And before I do this, I think I can insert this face and extruded inside, sorry, extrude outside like this. And maybe we put bevel this to two edges like this. Alright, I don't know. That's maybe we can then crop this age and had key twice and move the peg. Okay, something like this. Alright, now let's go to a Tim and evaluate and select some edges to give them bevel weight. Those here. Grab those. And those here as well. The way to one. And Alt, click the weight one and those here as well. Okay? The voltage one. And these edges. And don't forget those, can throw Alt click to select a drink and hits one here. I'd one. This one as well. That's great. Now let's the modefier. Dropouts. In, add Bevel, change the limits, two weights. And the side here, 0.1 can throw light, apply the skill. Alright, that's not gonna work. 0.02. And let's add maybe two segments. Shader, smooth, smooth, and harder, normal. Or at least make some tweaking here. For example. The skill that's just a little bit like this. I think this will be better. And I think that's it. If you'd like, you can target these vertices and hit Control Shift P to give them bevel four vertex. And you can get something interesting like this if you're like, okay, because in the real world these, this area is chamfers. I'm not going to do that. Am I going to focus on the stuff? I will cancel that. It's like to excite he and move this. Okay. Something like this. Maybe we can take a Coby from this or am I going to I thought I can add one here, but I'm not going to do this as too much. Okay, what else? The Supreme, the images and let's see what else we can do here. One, we can add one here. Okay, what I can do is I will hit Select to isolate this and go to the right if you are, maybe before I go to the right, if you're able to grab these vertices, these alt click and hit Shift S and course of the selected to bring the 3D cursor right here. Talk about right-click set origin to 3D cursor. I just added the origin to 3D cross right here. Can throw eight to apply. There are taken up by the scale. I guess needs to do some mic here and let's go to the origin and activated. As you can see, the Z goes up like this. I just need to rotate it from the right. Hit R and rotated hold Control to snap the rotation and rotate like this. Okay, because I need to do something and after that turn of the origin. Okay, now if I hit Select to excite hand, if I go through their start by activated faced snap. Okay. Alright, I can, when I duplicate this, I can stop it on any surface I like. But I need to activate something here. Okay. We need to align rotation, lateral rotation, Hideki, hold Control and snap it. As you can see, we have some snapping care. But I think snapped on the wrong the wrong way. Elisha, can we fix it? Let's go back to the snap and choose center and hit G and move it. And now it's working correctly But it is a flipped, we need to flip the z-axis. Okay, so let's go to option. Can throw em and mirror it. Mirror to the Y and then hits Enter, confirm it. And turn off this and let's try now wiki hold Control, and there we go. That's very nice. Now I can snap this anyplace I like. And it should work correctly. All right. Speed cutting some problem right here. I think this face is if flipped. And yeah, that's right. At the beginning when we rotated the z-axis, it was correct. But because this geometry is a flipped, I didn't get correct results. So in this case, we need to flip bag of a z-axis. Can throw em to me already to the Y and then hit Enter. And there we go. No, that's not correct. Turning this off and grab this top hit a heptane and exact. And now let's switch to the face of this is key and snap. And there we go. Now we should work in any place. Pretty cool. Let's put this right here. Maybe in the middle of this circle. If you're like, Oh do you can, sorry. You don't need to be so precise. And this stuff this make it a little bit too big. Yeah, and you can leave it like that. Okay. So what we did now is it's okay, a nice here we have some overlapping. I can ignore it actually because I'm not going to either camera right here. And from any and any other place It's will be covered. But I can see it from this angle. Alright, let's see what we can do here. Maybe I can, I don't know. Maybe I can select these vertices. This hits like to isolate this. I think I can grab all of these and move those up. From here. Maybe we can see the result due to the Z and move it up like this. Okay. Does that make sense? Well, that's working actually, but that's cheating. I'm not going to this result is not similar to the result as I have here. But who cares? Okay, so I will keep it like this. Maybe we can make some tweaking here. Like I think can throw our job here. But let's see how can we do it. Let's turn off these modifiers for now. And let's see. I just need to check the flow. Okay? I think I can add Control R and add H right here, something like this. And I can grab these vertices and hit Keith wise, activate auto marriage heatwaves and marry those right there. And now we can select this edge and this egg here. It can throw likes to dissolve it. And now I can add edges here. And this area that's add one here affairs. And make couldn't akin between those or less. Take those a little bit up. Maybe right here. Select those hierarchies wise, take those down, sit like this with this hit J, and this would this hit J. Now I can hit Control R and add two edges right here to prevent any strike happened. When I activate subdivision surface and notice activate all of these quantifiers. And now we got this and that's actually working. I found that image and go, go here. And I cost the same situation. These arms are a little bit tall and I say that's working. We can take this up. It, we can get cool result. Alright, a little bit of tweaking we can make here, maybe. Okay, Let's, for example, let's see, grab these vertices here. And we just need to move them, gets a little bit like this. And those here as well. Somebody like this. Alright, let's move those. Sorry. Just a little bit like that. Key twice. Take this up That's cool. Very nice. Alright, the only thing that we need to do here to create the Shock absorber and we need to make some tweaking to the fender covers here. Kayla's tablet is mod end. We can hit Control R to add it here. And snap this to the why to make it perfect. But I think that's not gonna work like this. Go to the right, has to the Y is zero enter. Okay, it's working. And maybe we can level up now, can throw be two edges like this. Let's go here. See what we got so far. Alright, that's cool. Listed slack again. We would send the right place that we can hit Control R to add one AQR. Ambivalent this again. Okay, I can move this face, I beveled this I thought I can move it like that. Okay. Something like this. And I think that's will walk. And what else? Maybe making some kinks here. Hoping these just a little bit. And maybe we can devote this edge, this one. First, let's delete this edge and this one, we don't need it. And for those I think we can select those here and dissolve them. Those here as well. And the kid Control X dissolve it. I select those that control be enabled them like that. Yes, autonomous. He writes, dissolve its eggs, all this edge. We don't need this. And now we got this result. Just add here, but we'll wait for this year. All right, something like this. I think we got some problem right here. This move is just a little bit away. Endless. Give this a new edges. The weights. And maybe those as well here. We'll wait. And those here. Something like this. And what else we need to do here? Alright, I think I can extrude those. Bad gets a little bit. I don't know. Let's select those and let's take this back here. Okay, that's cool. Let's talk about enlisted the result. Or at least turnover, clump over love. I just need to see the result before and after. And maybe we just forget to add Bevel weight here. And what else here as well here, we didn't give it a little weight. Alright, maybe here. Okay. I think that's, it's alright, let's tap out now and it's like to excite. And now we got some room to add some stuff here. Alright, let's, now we can add the cylinder. Maybe it is very big, and let's add 30 or 32 Sigmas here. Hit Aeschylus. Like this. I can do this. Or maybe why we do that. We can do something else is move these images out. And let's see, grab the shock absorber this. And let's apply the mural or Control a. And now let's top it is more, I just need to select all of these edges. And maybe we can hit right-click and choose circle to make this like a circle and the skillet just a little bit. Alright, let's this lecture excites. Let's hit E to extrude this up. Something like this Alright, it shouldn't be a big Z and it's one of this right here. And we need to scale it to make this big alter G2 phase Alt. Click on these faces, hit Alt S and make it a little bit vague like this. Let's go to the edges. Edges here. Hits like to isolate this. And let's hit F to fill this area. And the symptom, what can, we can bubble it? It can throw, be enlist are the three years maybe here or you can add pi three is okay. And what about this area? Let's, I can throw our and add H right here. And let's see what we can do here. Listed crop these edges here, give them bevel weight to one. Can throw arm inside a here. And maybe the sake we can just make it a little bit too close like that. Alright, it's maybe another eight here, just to fix the heading problem that we got here. Okay, That's cool. Let's tab out and less you what we got so far. We have here shading problem, as you can see here. We can use a trick to, to fix this. For example, less tabulated It's mode and let's select Go to face club. All of these pieces have detailed coop right-click to live with and assemblies and then it'd be separated. So now we have this new cylinder. Okay? I will move this new cylinder down just a little bit like this. To cover this area. And listen like this tablet is mod. I just need to pick these vertices that I got here. All of these vertices, select them and go to the object data properties and added new group and assign it. I guess I signed these vertices here. All right, that's great. Now what we can do it, Let's ignite. And let's go to the modifier. And let's shrink wrap modifier right here. And I need to pick the cylinder, but before I do that, I need to go to the cylinder and make it more even smooth. Let's add four subdivision. Simply like this. In novelists go to the same object and pick the seventh are too three, club the object on the cylinder. And really just need to choose the vertex group that we just assigned. And that can help us just a little bit to fix the problem. Alright, now let's select the cylinder heads. Just move it and put it in the shrink folder. Okay, that's cool. Overthrown like this and what's inside the shrink folder. That's better. I think the heading. If you want better, better results, you can select these vertices as well and include them inside the ShrinkWrap listed, grab those, and go to assign a list, assign those. And if we do that, we will get some problem right here. But to fix this, I think we can apply the bevel tab out, hit Control a to apply it. And now we could see vertices in your vertices here we can assign. Let's go to the right for example, and let's select these vertices. I think those will be enough and go to assign, assign them top outs. And let's see now what we got. Alright. Okay, let's go back to the fonts. Maybe we can then crop those as well. Hits like excite and hit Assign here. This top story through the edit mode to call this hit Assign tab outs. And now it's become even better. That's very cool. That's okay. You can do something if you like. I can. For example, you can select this edge right here. All right, lists the latest eight here. We can, yeah, let's select this one or we can hit Control Alt and H new eight here. And let's hit Alt S to push this edge inside. But before we do that, let's remove it from the, the group and hit this, this and move it inside. And maybe the same either speed it, we can develop insight is something like this. Maybe that buyouts and yeah, that's cool. From the tub. We don't have to do anything. Maybe we just need to add one edge here to help the subdivision to work better. And maybe we can, in the right, we can color these vertices and move those up. Sorry, G to the Z. Let's move to this bright here. And some were tweaking here. Alright, maybe we can select these faces and move them just little bits inside here, G and move this right? Like this. And maybe those as well. We can move them, yes, all the bits. Alright. It's like to isolate this and maybe we can move this forward and even scale it like this. Alright? It's like to excite any other Sparrow. Alright, we spend too much time here, by the way. But we got something nice here and beautiful everything and now it's makes sense and nice. We just need to copy it on the other side. So hit Shift S and put the 3D cursor at the center of the world here. Select all of these details that we just created. Those here. The stuff and this not here. And the disk we'll PB tires as well, the wheel cap. And I would just kinda move them it just to make sure that I select everything. And we need to select the cylinder as well. Alright, and then had shifted D take a gobi of all of these pieces, and then Control M to activate the mirror. And when you hit it, when you hit Control M hit X to mirror this on the x-axis. But that's not going to work because you will need to change the transform pivot point to 3D cursor, because we need to depend on the 3D cursor. Alright, can throw them and X and then enter. Now we have a new copy here. All it literally this old tire. And now we have something here. Alright, for this, I can now apply the ShrinkWrap modefier, by the way. But if I apply that, I will bring the problem bag. If I need to see correct result, I can apply the subdivision Ferriss and then the ShrinkWrap. But for novelists, keep them. Let's hide the shrink folder. Alright, now we got nice result here. A very beautiful and cool. Now we have something here underneath the car that we can see it. And that's very nice. Alright, so that's it for this video and see you next. 43. 043 Modeling section Make some editing to the suspension: Hi everyone, and we'll come back here. Before we move on, I just need to make some fixes here. I noticed that what we've done here is not so quite correct because if we use this point as a big footprint to rotate the wheel, that's what caused some problem if I grabbed the start and to bring the 3D cursor here. In this weakness to 3D cursor, if I select, for example, the tire and the wheel and all this stuff, Let's try to rotate them. Select this one as well. For example, out of the sea and less you is going to happen. If I do this, I will have some overlapping here between the tire and the bumper and that's not gonna work. So I need to change the befores points. I need to make some tweaking here. And I guess think I can move the disk insight key to the X and B, maybe move it right here and move those instead as well. Grab the left and this, all the details, hit G and move those to the X close to the disk. The zoom in here, I just need to see any to avoid no overlapping here. And move this just a little bit like this. Okay? Okay, something like that. And make some tweaking for these parts, like Select Inverse and in the front, maybe we can go to wireframe and select all the vertices. Turn off. Turn off automatic to avoid any problem. And let's move though was just a little bit to the X key X and this move, those right here. Something like this. Maybe even more just a little bit. Alright, now I think that's a little bit better. Now let's use this as a pivot points with to bring the 3D cross right here. And let's select those tire and the wheel. And let's rotate it and let's see what we will get here. Are too dizzy. Okay, Now it's better we got some overlapping right here. Actually. I will hit Control Z. And maybe we can move this inside just a little bit more. Okay, so let's say levers and the disk, either the X. And when you move them, try to avoid any overlapping could happen right here. Okay. I will move those again key to the X. And let's see the week at any overlap ignore we didn't I think we got we have home here. We can move to kiss a little bit more here maybe. And we still have no overlapping. That's cool. Okay. Okay. This point is okay. For me. We reached the middle of the tire, I think right here, That's a great. Okay, now let's select this top graph, the vertices, and keep to the X and move those as well. Okay, So the shaft here, we just need to extend that just a little bit in the Wireframe, grab those and move those insights already. That's cool. Okay, Now maybe we got better result if I select those. Or let's select this nut and the 3D cross right here and select the details. And let's rotate this to the z-axis. Alright, Now it's better, it makes sense. So I will accept this result because I moved those inside. Maybe now I have more space to make this a little bit bigger. So let's change this tool bounding box and the skill this, I need to be visible to the camera in case I will add anything here. And let's move this to the X gets a little bit. Maybe right here. Maybe just scale it down just a little bit, not too much. And now we can scale the hip as well. It is kept like that and there we go. Okay, now for me, it's better to make the spec. Alright, so now we've fixed the problem. Alright, now we need to copy this stuff on the other side as well. So maybe we need to delete the disk and these details and recopy them again. Okay, So this case, let's put the 3D cursor in the middle, Shift S and closer to the center. And select the half and this and what else? This one here. And this and the disk because well, I think we lost the disk here or we deleted or what's happening here? Okay, let's say like this. This tablet is mods. Alright, maybe we can grab these vertices and move them just a little bit in the front. And let's hit slash to exert to go to France. And the smoothness just a little bit to the x-axis. Paul writes something like this maybe. Alright, now we got the disk. Select the desk AND stuff. And this arm here. That's cool. Now I will hit Shift D to take a copy of them, right-click to leave them in assemblies three, this to 3D cursor, because we need to use the 3D cursor, can throw em to activate mirror and choose the axis at X and then enter. Now we got another copy on the other side. And that's what we wanted. Alright, maybe this one, I can delete it and select this Chevy. And then Control M and then X Enter. That's better. That's better. That's cool. Now let's put the 3D cross right here. Let's select the wheel and the tire and the stuff. Let's see what's gonna happen or to the Z. All right, That's better. That's makes sense. Cool. After that, we need to COBie these details on the other side. So let's select those cylinder shaft and maybe we can select the details. The shock absorber, we don't need it. So I will cancel it. And I will to keep just to make sure that I selected everything that I want. And yeah, that's right. Alright, now let's go to that, right? It shifts the, take a copy of all of these pieces and move those to the Y, and let's put them in the correct place. Alright, something like this. Maybe. Somebody like that. I politics. Delete the old tire. Now we got this. I feel like I can leave it like that. These details and I can delete them in the same time. I have that option. Let's move this inside this other bits, the key to the Y and sweetest two bounding box, GYN the smoother. Since I just other words, I don't know. Maybe we can copy it. Hit the edit mode, hit a select all the faces, have the in the edit mode to invent Control M and murals like that and key and move it back and hits a select everything and heft. And in case we got problem in the normal because sometime when we use mirror and flip stuff, the normal flipped. So we need to rectify that. I spent a week at cool result here. For the tire, we just need to COVID on the other side, select these details of the tire and he'd key to move them. Just make sure to select it the right object. And then bring the 3D cursor in the middle. Hit Shift S and cross out to the world origin. Okay, now I can hit Shift D, take kobe, Okay? And then can throw em, and then X. Sorry, I just forget to three this to 3D cursor. Alright, can throw an MX Enter. There we go. Done. All tire. We don't need it. Go ahead and delete this. There we go. No, the scene is become a little bit heavy because the tires, we got high resolution tire, we got a lot of polygon zero. But we can add a decimate modifier and make the polygon counts less. We have that option. We can do this, but for now we got something nice with a tires added. And then we'll look up. Very cool. I saw listen this video and see you in the next one. 44. 044 Modeling section make some tweaking: Hello everyone, and we'll come back here. Okay, we don't have too much things to do. We just have a little bit of tweaking we need to make underneath the truck. Okay. So for example, this area right here, I need to make some tweaking here. And maybe I can make some tweaking here as well. And let's see. We can do, let's select this hits like to isolate it. And I will take the image out of the, the screen and let's go to screen cast activated. I always forget this. Let's move this right here. Alright, that's cool. Let's tap it. It, it's more to illustrate what we can do here. Well, I think I can extrude those up just a little bit. Ether the Z hold Control and stab it right here. And I think we need to change the control to vertex snap. And she was closest GZ, hold Control. Alright, something wrong here. A lateral rotation, turn off, allow rotation because as you can see, I got this results and that's not correct. So turn this off and sweetest two bounding box, GZ and will this year. Okay? The vertex is not welded because auto marriage is, is off, get hold, can throw snub here and it should be world. Sorry, I didn't activate the key. And now it's okay. Now if I hit G and move it, it will be moved currently. We don't need to add enable variety here. So open this, go to 8M, a zero here and the bevel weight, and that sets, okay. Now let's tap out and let's see what we got so far. Alright, that's cool. Alright, so we don't have any tweaking here, I think. But what about the side, but we can do with it. Let's select this again and he just likes to isolate it. Okay, the question is, can we merge those together? Can we merge them? And what people will get if we do that. Okay? Alright, I think I'm not going to do that. I'm not going to America's them. I can just leave them like this and that's it. And maybe just adding an edge. For example, sorting this app and adding H and lipids. And that's will be enough for me. E to the Z and extrude this control are maybe adding H right here. And well, this vertex with this key hold Control and snap it. For this new edges, maybe we can give them bevel one enter. And that's cool. Very cool. Now we got this results. Very nice. It's like to excite the same CNR for this. Hits like to isolate the tablet at this point, maybe we can club those and hit E and extrude this x0, x0 hold Control establish right here. This vertex key hold can throw establish here and there we go. Select those as well and give them bevel one and thorough. And that's it. This one as well. One enter. Cool, tab out sit slash unless it's alright, I like this line to be here. Alright, cool. Maybe we can add an H right here. I don't know. Let's see what you all got a tweet with that 18 here and hit G to the Z and move it a little bit. Okay, cool. Alright, so there's no need to spend time here Adding some details, okay? Because I can't matter, will not reach this area. Okay. Now what's next? What we need to do here? Okay. I didn't forget this, but I will leave it. I will leave it to the end. Okay. One more thing, we just forget to add it underneath the windshield. We have a light should be right here in this area. And let's see how can we create it. First is check the images. I think I have images can show me what exactly there. I don't know. But maybe this one. Alright, this image right here. Yeah, this image right here is nice image because it uses and I will select the windshield and hit H to hide it. And actually create this right here. This area. Okay, let's see how can we do this? Let's select one face, maybe this face. And it's heavily to the Z Antioco be like this hit P, S was the brightest. Alright, now let's select this top hit a to the Z zero Enter to make this flat and maybe we can scale it just a little bit to the why. And tab outs can throw light up light because humans want to make to apply everything here. Okay? Alright, we are, if they think any vertex we have here is my vertex, hit a and zero out any Bevel, select those, align them to the zero, Enter. What else hit a and then E to extrude this, something like this. And maybe we can move these faces just a little bit forward. Tap out, hit G to the Z and move this inside. And let's make some penetration here. Something like this. But I think now we can go to vertices, got up this side hold to have to go up this as well and hit S. And the skill there's just a little bit to make it a little bit smaller. Alright, something like this will work. And let's use this as a cutoff. Select the salty ethical up this hit Control Shift V to open the Bowl Tool ensures difference. And now we have whole here. We can, can throw this even more of we live. We can hit ketose and take this down. But I think that's not going to work. Should be like this. Okay, now, I think I will move this up right here, Timperley. And let's apply the modifier as opposed to turn off Bevel, turn off mural for now and accepts all the kings can throw. I apply visual geometry to make, and now we applied everything. Now I will add mural and I will be Bevel from the windshield here. Just selected hold Shift, grab the glass here, the roof, and go to this arrow and kobe to select it to COVID the bevel. And now everything is cool. I can now take this, the Qatar hit Q to the Z and move it inside and select it and then select this frame control, shift P, open the bull, choose different. Now we got the cuts here. It is called. Now I can apply this or less, put it above the level here. Turn off bevel for now. And maybe the C1q can have been if I turn off. Alright? Okay, in this case, I think we can say, well it comes to controls you just to cancel the operation that I just did. Because we have some problem with the mirror modifier. I will apply the mirror modifier. It can throw a turnoff pivotal purist. And let's make the cuts a glove this hold hit Control Shift P, Q is difference. And now apply this as well, Control a and activate the top and give those weights to one. And this test as well, It's like to isolate this truck with this better. And so we don't need that Qatar deleted top to the ethmoid. Select the edges, those here and give them bevel way to one. And those here as well give them pivotal way to one. And that we should have smoother results. And let's see what else we can do here. Maybe we can select these two faces and hit Keith whites and take those back. So that makes sense, or that's not going to work like this. Move them right here. And then this vertex, this vertex go to the rights. Manually hit Q to this heat and move this up here. Okay? Okay, something like this, I guess forget this one in the middle of the key to the Z hold can throw stamped with this. Okay, That's better. Now we just need to add the lights and everything works correctly. Alright, until now we did a great, but we just need to make a little bit of adjustment here. And this area, when I created this tip right here, I didn't put it in the correct place. Later when I watch the images, very reference images, I noticed that this tip that I created here, it should be aligned with this panel here. And that's me. We need to move it manually input isn't that correct place and it is not something a huge, we can fix it. Alright. Well we can go to the editing with and move those. If you want to move this in diagonal way towards the direction of the face, we can use the cursor method. Select the tool, the course we're tools this and go to the tool section enqueues orientation to the geometry. And then just click here. And now the 3D course are aligned with the geometry. As you can see here. Let's go to the top. Alright, something like this maybe. Alright, after that, a switch there, transformation, orientation to 3D cursor. Now, this the Gizmo should be aligned with the direction of the 3D cursor. Let's see what will happen if we move. It's alright. We got, okay, good results about the direction, but it goes off just a little bit, but that's not a big problem actually, I can't accept it. And let's move is just a little bit. Alright, so that we select everything. Sorry, Control Z. And let's go here and go to the right. And move this. Okay, should be maybe right here. Something like this. And this egg should cause like that. So let's select these two vertices and move those like this. And those here as well. All right, maybe we can move those just a little bit like that. Let's see what he got so far here. Alright, let's I think we can yeah, I think we need to move those just a little bit more like that and take this bag. Yeah, it should be like this. From the top we can put in the right place by moving those like that. And maybe those here as well. Alright, and noticed, check what we got so far. Now is better in those makes sense. Alright, now we have bevel, we have everything cool and correct 45. 045 Modeling section simple interior creating the seats: Hello everyone and welcome back here. Let's focus now on the interior, but I don't want to make the interior something complex. I just need to add cushions and maybe the dashboard, just need to have a silhouette in case I want to make the windows a little bit transparent. So I'm not going to focus on the interior too much. First thing, let's hide some part here. Let's select the windows, all of them. And I will hide them. Just sorry, I'm not going to hide them. I will put them in a new collection and then I would like them. You just need to select them first and then hit me from the keyboard. And let's activate screencast first. Let's move this right here and that's it. Alright, hit them to open new collection and hit New, and then give it a name. Let's call this maybe windows, and then hit Enter twice. And now we have a collection called window that we can hide it if we like. Okay, now we have nice view and now we can control what we need to create here. First thing, let's try to create the flower of the car from inside. And let's bring some images here. I just need to try to understand what we should create there. Alright, this nice image. Here we have bunch of images. We can use them. Okay? Which one we can start with? Alright. Alright, I will make assembled firstly select this panel. Okay, the, the cover that we created and less taps it is moot. Maybe we can select the face from it and start with it. Because I have mural in the high, have everything already, have the to the Z. And let's take a Coby maybe right here. And less tarts with this touch it is. Sorry, just hit P it as two separate spheres and then tap. And let's start controlling these vertices and put them in the correct place. You don't need to be so much precise about this. Alright, let's club those here. It's key and move those right here. For example. Something like this. And maybe we can hit, can throw off to add one H here. And they grab those, hit E to extrude those just a little bit. Alright? And maybe controller right here and move this forward. Or at least see what else we can do here. Okay, I've tried that I can select this vertex with this vertex and extrude this to the Z. Less extra this right here. And maybe we can move it like it, I guess a little bit. We will get some overlapping right here. Let's try to fix it. Hit Control R to add a edge right here in this era maybe, and go to Wireframe, grab the necessary vertices. And maybe we can move them like this and try to avoid any overlapping if F happened. Let's take those out. And yeah, that's something okay. Okay. This is Create the question is, is create one of them and duplicate it. And here we have nice image. I can see the details, but I'm not going to focus on the details too much. Let's go to front. May be endless. Put the 3D cursor at the central TBA out, hit Shift a, and let's add the cube, hit S to scale this cube, make it small. Maybe I can take it out first. Maybe right here for now and start to work with this. And then later I can put it in the correct position. So let's put this right here for now. And I can hit Select to isolate it if I want. And let's see how can we create this scalar just a little bit like this. You can throw all I play the scale endless. Take this to the editor mode and let's start make some extrusion here, some editing. Alright, let's try to understand it even more. Okay? Well, first let's make it a little bit thinner. The scrub this side and move it just a little bit and select this face hit E to extrude it just a little bit like this, can throw off to add one H here. And I will grab this edge and it gets dizzy and take this up Something like that. And maybe I can select this face and scale it just a little bit. And maybe this vertex, this vertex, I can scale them as well. This one and this one here. And take those back in the same time. Keith, this year and take those down just a little bit, not too much. Now we got something like this. Alright. Let's kill those just a little bit more. Even more maybe. And hit U twice and take those up. Alright. And maybe those, we can take those down and back. And maybe I can grab the whole designer from the top and skill it inside. And in the front, we can select those as well as killed those outside to get the hip like this. That's cool. I like this. Make some kinks here. Let's select this face, for example, in extruded and the skill up like this. And maybe through the DOM, something like that. And let's check the images. In the right. Maybe we can move this forward just a little bit like this. Okay, Let's go back here. And let's see what else we can do. This, kill those, skill those back just a little bit, because that's too much actually, something like this, okay, will work from the right. I think we need to make some rotation until the just a little bit like this. Okay, let's hit Control R to add one here. And maybe we can add one here or two maybe, and less in the wireframe. Let's kill those out. Okay, something like this. And maybe we can select this side and the side and move it just a little bit less add. We need to add first, we need to add a here and the middle ambivalent can throw be, canceled, be and biblical, spiritual that just a little bit. And we can scale these vertices like this. Okay? And now we can move those forward just a little bit. Maybe those two. And this face, we can scale up inside like this. And what else? Okay, let's select those here. Four vertices and let's take those back. And let's see what else we can do. Maybe we can create the seats. This part, and let's try to make a symbol not complicated. Maybe we can start with those here. 50 to this yet let's take Coby here appears to separate those, corroborate them, hit a0b0 to throw those inside maybe. And we can select this face and move them forward and select the whole faces and Hickey and move those here. Something like this we can start with. Okay, let's make some tweaking here. For example, throb this edge with this edge and this curl those away like that. Maybe crop those, take those back. Something like this. Just a little bit of tweaking here. It can throw an auto list it here. Maybe we can align it to the white as to the Y zero Enter. And maybe we can now select this with this, hit the Z and move this up just a little bit. Alright, and what else we can do here? We can throw off, maybe we can add H right here. And I'm thinking of taking these edges are up or I can take the question down. So let's select these vertices. Hit key twice and hold Alt and move those down. Somebody like this. And what else? Listen like the pace, maybe we can throw some pieces here. Let's see how can we do that. In case we need to create a platform for the question 50 to the Z. And let's move this right here, Timperley PS to separate it. Alright, let's move this up just a little bit. Tap it a hit E to throw this down and Maybe we can scale it just a little bit like this. And again and take this down. And I don't know, maybe we can scale it as well. Something like this. I'll write a hipped N2 or calculate the normal in case we have problem with the normal. And now let's, let's see what can we do anything here? Alright, let's add another layer. Layer here, the white layer. Okay, let's select this face here are less add control our egg here. And let's select these faces like this. Okay, let's add control. Let's hit Control R, and let's add H right here first, it's very important. And then go back to face and select these faces that we want. And the skill is just a little bit like this. And maybe those as well. For now, let's kill those here. And maybe we can take these vertices down. He disease suddenly like this. And select those again. I'll rights, That's cool. Hip the, there could be radically dividend assemblies and then PS to separate it. Grab this top, hit a, and then hit E to extrude this just a little bit like this. And now let's make some tweaking, like taking some vertices out and anything, some vertices like this. Alright, that's cool. And from this area we can select these faces here. We can take those back. And I can select the whole vertices here and maybe move them. Let's kill those. Yes, a little bit like this. I think we can move them down right here and take those up and hit Control R to add one H right here. And in the right of view we can go to wireframe and select these vertices and move them like like this. Maybe. Alright, now let's see what else we can do here. Maybe we can use subdivision surface and let's see what's gonna happen. I will tap out and start with this one top of the edit mode. And let's add subdivision surface modefier. And let's add level two. For now, Alicia, we will get everything though is smooth now is the time to add some support loop. As you can see, this area is very smooth, beat can support it. So let's add H, goes like this. Ferris hit Control R. And let's add the H right here. You can throw all the eight here as well. And that's cool. You can throw a lot of maybe we can add it here in this area here, or we can add another one. And we can move those up just looking at just a little bit because of this error becomes so much tight. Let's pick this up. And even those, maybe we can move them up, something like this. We just need a little bit of room. Let's take this up. Can throw our to add H right here to support the side. And maybe this head as well. Tub outs. And now we have something here, top and you can throw an automobile H right here. And here are less nice. Maybe a care as well. We can hit E for even. And if to flip the alignments on the other side, on this side, twice on this side, but I hit F and then I flip it on decide. In the same scenario for here, by the way, you can use me or for like here, just keep that in mind. Can throw a lot of maybe we can add H right here as well. And can throw our add it here to support the site. Can throw out, add it right here. It E for even and if to flip the direction. Alright, that's cool. Alright, let's select these edges. Can throw will be to build those. All right, and lowly see what we got so far. All right, Now we've got this topic. Maybe we need to add eight right here to support this side. Alright, now let's, let's see what else we can do here. We finished with this site. Okay, let's make sure that everything is okay. Maybe we can add egg here. And on this head as well, 18 right here. Somebody like this. And let's talk about right-click here, the small to make this sport In okay, except this result. For this one right here, I will tap and select these vertices and I just need to take those down just a little bit, make it like this. And let's add subdivision surface. Tub. I would go to the modefier and add subdivision surface. And now let's have the ellipse mode enlists support the edges. For example, the Assad would this can throw off to support the site, can throw out, it's important this H from here as well. The same thing here. Let's make this era tighter by adding a club here. And for this as well at age group here and one as well here. You can notice the change when I add the egg and move it. And one egg here as well. Here. Let's add one here. Alright, another control, or to add it here, maybe here. And let's check the results. Now. How about right-click here, the smooth. And now we got something nice here. That's cool. Let's go here and let's start with this. Let's top it is more to this. First is give this subdivision surface and top and less towards with these edges, the subordinate, this one key and the support from here as well. And this one here. And this egg here. Alright, from this side, the same scenario. Let's add edges here. Alright, can throw off, let's support this side. This side as well. Somebody like that. Maybe we can add an egg here and one right here as well. And hit Select to isolate this one alone, I just need to see what we can do with this one right here and one here as well. I think all the AQI is now supported. Right-click here the smooth and that's it. I will accept this results. I have no problem with it. Now let's select this and move it in the place and less heat what we will get picky inputs inside. And I think we need to scale it just a little bit and move this back. Fairest? Right here, I think. Alright, something like this. Maybe. It can move this forward just a little bit. And how big is this? I don't know. Actually. It should be. Alright, I think we need to scale adjust a little bit according to this immigrant here. Something like this, C, whereas the flower of a tree, the flower, that's okay. Alright, that's cool. Maybe we need to move what's inside just a little bit because it's very close to the door. Almost. It should be right here. I'm also quite sure, but this place okay. In case you will need to scale it, you can scale it to the exit, make it a little bit wider. But for me I will accept this. And other hip D from the top view I think. And let's take another Coby and let's put this right here. Alright, so let's see if that makes sense. Actually, no, that's not makes sense because we have one cushion in the center we need to create as well. Let's move this right here. And let's take another Coby like that. And now we can select all of them in Central them. Select all the parts. And this set as well. Alright, let's move this just a little bit. Sorry, I didn't select this. And this one in this one. From the top, maybe we can center them. Key and let's move them. Maybe right here. Alright, now we got something, okay? But this one in the middle should not be like this. I think it should be smaller. Or maybe change the design of this. I don't know. It just needs a little bit of tweaking. Alright, I think we need to make it a little bit shorter. Let's select all the details of this and let's tabulate. It is called enlisted grab the head. Maybe we can take the head down due to the Z, gets a little bit like this and accept this as a variation. But make sure that you need to activate auto marriage because sometime when you forget it, any closed vertices will be married automatically and that's, that's a problem. We don't need that. Now key to the Z and let's move this down with automatic off endless. Yeah, let's accept this. It's okay for me. Now I can select those, all of them. And maybe take another Coby bag. And we can say that's it. Okay, have D intake Coby back. Alright, let's put this in the correct place. Okay. We have more room. We have more room here. We can move those back to the y-axis. Alright. We have some penetration here. Let's been, we need to, I think we can delete the the the bag side that we created a cushions. Solely select them one-by-one like this and just hit Delete to delete them. We don't need them actually. Alright, now we got nice, interesting looking, but we need to make another tweaking because now the cushions reached the frame over the windows so the roof. Let's go to the wireframe and select the heads in the front. Maybe we can come up them better like this. And the solid view now we can take those down like this. And the other acids. Alright, so this is about the cushions. As I said, we're not here to focus on these details, but I just need a silhouettes and you can, by the way, make the subdivision level less. Alright, that's better. And by the way, it can turn off the level for the viewport and keep it just for the render. For me, I will make all of these one that's better for me. And for this these pieces, I just ignored them because the camera will not treat this area. That's been I'm not going to see those. So yeah, this how to create the questions in the easiest way. And now it's makes sense and nice. And let's end this video and see you in the next one. 46. 046 Modeling section creating the dashboard: Hello everyone and welcome back. Let's see how can we create the dashboard? Alright, let's check the images for us. According to this image right here, the silicon is furious. I can see that the dashboard is goes inside too much. This is the edge of the dashboard, the end of this, and this is the screen of the Tesla car, and here we have the steering. So we need to do the same scenario here. We need to move the dashboard. Okay, So let's see how can we do that. Let's try to end rear side this just a little bit. Alright, let's go here and maybe we can start with this. Let's tablet mode and select some edges. Maybe those edges here I can select them and hit Shift D. Take a copy right-click to live and the same place and then hit P is to separate them. Select this and he uses he and move this down just a little bit, not too much and forward to the white. I mean, maybe right here. Let's start with this one. I will hit Tab to go to the Earth more than hit eight selected the whole edges. And let's make this smaller because now it's become too big. Something like this. And let's move it right here temporarily, maybe. Let's zoom in here. Select all the edges, hit E to extrude those like that. And as you notice here, we have some variation in the color that's been, we have some phases of flipped and we need to we need to correct that. It's a select all the pieces, shift and to recalculate the normal, go to a crop these edges Alt click, and then S to the Y is zero. Enter to make this flat like this. From the top maybe we can, it is just a little bit maybe right here. And we can start with this. And the same time we can take this down, maybe just a little bit like this. Maybe from the right weekend or send that's even more. Okay. Something like that. And maybe we can scale this to the Z as to this easier, I'm start to make this flat unless you are to be gone so far. Alright, you to this year. Let's move this up, maybe here. And now we got this, now we can extrude it less extra insight from the top. Let's see what should we move it. All rights. Before the step that we have here. Before this area, we should end the extrusion of the dashboard. For me, something like this. I don't have reference image. We, we need to use our imagination to making that. Suddenly like this will rock. Maybe. We need to check the interior images so we can understand how exactly we can create this. As you can see, we have nice image, we can see it. Alright. All right, let's see what else we can rear. This is another image can help us to understand what we should do. So according to this me, that's been we need to extrude this dashboard. And we could move it right here, maybe. Here we have another step. Okay, let's see how can we create this. And I just confused a little bit. I just need to make sure that I put this edge in the correct place. According to this image right here. I think this is this tip and this is the line end. The first part of the dashboard you should add here. And I think we got the same result here, but I think we need to move the step, the step, I mean, this right here. I need to move with just a little bit forward. It should be right here, like this. And this area. Alright, about this, I will fix it later. For now, let's focus on the dashboard. Okay, So this range is okay, I will accept it. Let's check the heights. Alright, I think. Alright, so maybe we can take this a little bit up. Let's try to find another image there or something I need to understand here. Alright, yeah, I think this image is okay. As you can see here, the dashboard from the from the end of the windshield, it goes inside and then goes up like this. Okay. So something like that. This is the windshield, is the dashboard because insight and vein goes up Something like this. And here we should have the steering. Okay, so let's try to make something similar to what we have here. That's been, we need to grab all of these edges and take those back, listening the vertices, all of them. And I will move those back, something like this. And I will move those up like that and then extrude them forward. It eat and extrude those right here. Okay, Now the result is almost okay. Now we got something similar. Maybe we can, I don't know. We can take those even more down key too busy. And let's select those, all of them and hit E to the zero. And this extrude those inside just a little bit. The same extrusion that we have here. Something like that. Maybe we can move those up just a little bit. And then E and X through those back like this. And maybe it's through those inside, something like this. Then extrude those forward. Maybe right here. Alright. The wife dashboard should goes away from this frame. About, I don't know, 50th centimeter or maybe 20 centimeter distance like this. So we need to eyeball it. Let's move this just a little bit like that. And that's maybe okay. Then hit E to the Z and extrude this down, maybe right here. Okay, now let's select these vertices, all of them, and we just need to move them back. Because here in this area that this line is not goes down, sit right like this. We have diagonal line. Okay, so let's hit here, take those back just a little bit like this. As you can see here. Let's see, do we have another, as you can see here, we have diagonal line here. After that, select these edges. Because alt click like this and select them. And now we can isolate this, hit E and take those back, maybe right here. And then down the key to the Z and move them down like that. Lists exactly. Let's see what we got so far. As everything makes sense, everything mixes. I just imagine that someone sitting here, if a person sitting here would be like that is the head and neck and shoulders, and the hands like that. Okay. And the legs should goes like this. Okay. Everything is okay. We have more space here. Okay? So what we done here is something very cool. And make some tweaking right here. Okay, Let's maybe select these edges and F2, create a copier and this area, I think that's better. I don't know. Maybe we can select these edges. Alt click and hit E for the Z and extrude those and snap them. They're here, this area. And what else we can do here? Let's see. Let's scrub these edges here, hit F to create a face. And maybe we can now select all of these acres through those just a little bit, maybe right here. Those here, the same scenario. I prefer that we select this face like that and hits and go to face, enqueues, solidify face and give them gets a little bit of thickness. You can control it from here. Like this maybe. Yes, a little bit. Now, when you delete, delete these faces, you don't need them XF because it's wrong to leave them like that. This one as well, XF. And let's make some connection between these edges or vertices. This one with this one. Hit M and choose center. And from the right you can move it in the correct place. Heatwaves slightly like this key twice, let it down. And now we get correct results. What about this edge right here? I can hit hit wise and take this down hold Alt, and then Kent's role as tablets right here. Okay, that's cool. Now I can club the same age, but I just fixed it and hit G, sorry, E to extrude it in standard one here and another snap here. And what else? Maybe another snap. Maybe I can select this, select this and hit F to create a face right here. Alright, we just need to make some holding here. Grab these two vertices, key to the Z. All cancels. Now this right here, and this should be welded. And this egg has a little bit of level weight. We don't need to be able weight is You're right here for this edge as well. Zero level weight in this vertex. Key twice, a key to the Z hold Control S times right here. Okay, That's great. What else we need to do here? Okay, we just need to copy these edges hefty and right-click to put it in the siblings and peers to separate it. To select the scene you should he and move this inside just a little bit to the X and tap it a and hit F2, create a big face here. Alright, that's it. Now let's see, what should we add a bevel. Let's give those people weight to one. And these acres here as well, we will double weight to one. Those as well. Alt click, we will wait to one. And maybe those here, but we'll wait to one and what? Maybe those here as well. Alright, now we got everything but I think this ache, maybe we can give it a bubble. And maybe this corner here. Alright, the will wait one. Alright. I added the VL way to one just to give these, make these curvy by using bevel modifier in case you forget that. And I think that's, it's less hits like to exactly. Let's see what we got so far. Okay, everything looks fine. We just need to add extra stuff here to fill this area in case I need to focus on that. Or I saw this, is it for the dashboard? We got some details we need to add, like the steering gear and this screen we need to add as well. And we will do all of that in the next videos. Okay, so see you next. 47. 047 Modeling section Creating the steering: Hello everyone. Welcome back here. This is create the steering literacy. How can we do this? Alright. I think I can start with dashboard, maybe taking one face and detach it and start to make change to this face. That would end. Maybe we can see which one we can pick. Maybe the space. Hit the three to go to face mode, select this face and maybe you can hit Shift E, D there, Coby. And we can move with maybe right here at the P as two separate this out from the group and you can select it. And you can bring the origin dots in the middle. That's okay because we don't need to mirror it on the other side. After that hit us to the Y, 0.3 gets to scale it and make it aligned with the Y axis and make the flat. And now let's start making some kings. I think I can isolate it first and hit S to the Z and make it square like this. And they tried to find another images so we could understand the design of the steering. I don't have too much information because the handles covers most of the of the details that I have here. All right, maybe we can stick with this today, this motif to a and delete any, delete any bevel weight, as you can see here, we have bevel weight. The line is blue. So let's go to item here and take those to zero. And that's it. Because it's alright, hit E to extrude. And this gives us just a little bit offline like this. And maybe we can hit Control R to add one H right here and control. So we can throw B2B wallet, add two edges, something like this. Maybe we'll walk and we can select this face and this face. Maybe we can scale them like that. Alright? I think we need to, for example, we can make it a little bit smaller. Select these vertices and just take this down just a little bit. And then we got this results. Okay? What else we need to, as you can see here, we have a line that's mean, this is the neck and the head of the steering when you rotate, this rotation will happen from here, according to the line that we have here. It's separated. This part is separated from this. We should have a shaft inside them. So what we can do now we can select these faces. And actually, I'm not so quite sure of the design, like what I did here. But I don't have a clear image held me to understand what we have here. So I will accept this results in listed here with D, take a Coby right-click, leave it in the same place and P as two, separate it out. Select this in your face. Tab it a0b0 a to select all the VCs and then ether extruded. Extruded just a little bit. Something like this. Alright, That's cool. Okay, Let's start creating the steering first. This here that we got here, it's the similar to the cooking. The cooking hit. Okay, let's see how can we do this? Maybe we can take a kobe right here and we can delete these edges. This one in this one can throw X and dissolve them in, maybe take this up just a little bit and extrude it like this. And he'd use the Z and move this up. Okay, something like that. And maybe we can scale, it gets a little bit like this. What else? Maybe we can hit Control R to add one H here and move this back just a little bit like this. And now let's see if we can make some, can we create a face here? We just need to scale those, maybe like that. And cut off this H hit F to create a face here and face here as well. All rights are as we don't have a twist. Maybe we can scale with just a little bit to the excess to the X and the skill this. And now as you can see, we have a line. We don't have a twist in the face. That's cool. Let's see what else we can do here. I will hit Control R to add some edges here, maybe four acres. And let's talk with this one. I will let you to this and just take this up. And maybe this vertex with its vertex gets dizzy. And let's move this right here. I just need a small care because I think we have a care about here And what else? For this edge right here, I will be the lead can throw be what I will. As you can see, I got some problem with the bubbling. That's weird. Maybe we need to make some vertices or maybe we have problem with, with the face orientation. I mean, if I go to the face orientation, alright, everything looks cool. We don't have any problem. Well, in this case, I will hit Control a and apply the scale in case we have problem with the scale. Let's check face orientation again. Alright, cool. Let's tab again, elastic or up these edges can throw me. Okay, now the bubble work correctly. Now we can add, for example, three. It gives right here on this area. That's cool. Very cool. Alright. I think I can take these vertices just a little bit up like this. I think that's better. Okay, Now let's go to the edges and let's select the outer edges. Alt click. And maybe we can hit F to create a big face right here. And then use this face here, heavy D, take a copy of it and hit P as two separate this new phase. Now what is selected and tap? Alright, hits a, selects all the details of all the vertices. I mean, hit E to explore this a little bit. Maybe like this, we can extrude it. Alright, What else we can do here? Maybe, but now we can club these vertices and take those up. Okay? Something like this. Alright. Okay, let's align some vertices. For example, this aligned this vertex me right here. And this vertex maybe I can align it right here. And that's why let's put this maybe here. And this one as well, key and hold Control and stops right here. Those from the top. You can align them like this and then move those down key to the Z and move this right here. What about those here? Let's see, grab them all. Hit key to the Y hold can throw standards here in the Z and stop this right here. Maybe this one I can put it here. And this line there. And the same scenario for this one and this one. And take those to the Z and stop those here. We got something like that. Alright. Okay, everything looks fine. But one of the problem we have here, the face that we have here, it's twisted just a little bit. To avoid that, we can, let's move this right here, this vertex, and bring this one there. That's better. A little bit. Maybe we can move this up. That's good. Help us just a little bit to avoid any twisting in the face or we can actually mitigate here. I mean, you can grab this one, hold Control and stop this right here to avoid any twisting. Okay, That's better. Let's go to this image. It's tried to see what else we can create here in this area. Alright, maybe we can, I don't know, maybe we can add one H right here and use this edge to build these winks. Select this edge and then hit E to extrude like this. Then G to move it like that. Thank you to the Z2. Take this up and we need to make the same scenario on the other side. First, let's try to move this vertex U twice and less smooth like that. Something like this. Let's detach this face. Ps2 separated, select this alone, it's a, and then we can extrude this bag. It's E, but don't extrude it to its direction. Like that to the why? Because something like this, maybe we can maybe take this vertex, take it down you twice. This one as well. And this vertex, this vertex, we can move them just a little bit like this and make a thick from the site. Or it's from now on, I will use Mirror. Mirror. Using a mirror will make the design easier to me. Okay, so I've started, That's, let's see what else we can do here. Maybe we can select one vertex. And maybe from the top we can create that handles this one by using this vertex. So let's hit Have the to take a Coby maybe right here and extrude it like this. Randomly. Don't worry about that. The SEC love this with this hit F. And when you combine it to crop them, It's right-click and use Loop tool. You can activate it from the others I can into a circle to make this like a circle. Alright, so from this one, maybe from the front, I can take this input in the correct position like this. Maybe a rotated, a little bit like that because here we just have a little bit of rotation. And maybe we can scale it to and start extruding this like that maybe. And when you just scale it a little bit, when you sorry, can throw sets. When you throw at it, you can rotate it. Give us a little bit of rotation. Alright, from the bag of you, I think that's what will be better to do that. Okay, maybe we can go to wireframe. Any club those hit G for example, and move this right here. We can rotate it gets a little bit and scale it down. Maybe those as well. We can put this edge right here, right, Let's select those here. Alright, I think we need to make it a little bit bigger, grab everything and make it big G. And let's put it in the correct position. Let's rotate it just a little bit like this. And maybe now we can move those pages like that. Alright, that's cool. That's great. Alright, so the length of the handle should cover as this, this geometry in the center. So it's very big as compared to this. So that's mean. We need to scale up even more and make it a little bit taller. Alright, so this can throw L to select the handle. And maybe we can scale it even more, make it big like this. And let's hit G and let's take this down. Maybe right here. Alright, so this looks okay for now. We need to make some tweaking. Let's move this forward just a little bit. Alright, that's cool. Now let's select maybe this face and this face. And let's try to make some connection between these. It looks through this just a little bit. And let's see what else we can do. I think we need to rotate the handle just a little bit from the right. If you hit Control L to link, select and rotate like this. Alright, That's make sense a little bit. Or if not, I will select this vertex and maybe we can align them. First. Let's hit P as two, separate it out. I've listed those, is vertex, snap this here and this one may be here. So note here. Here maybe. And what else will select this one ended key and snobbish to this corner, and this one maybe to this corner. And for these edges, we can hit Control X to dissolve them and rebuild them again, can throw off add this edge and connect them like this. This with this hits J. That's easy. Club those hits F2 create a face and then I to insert. And maybe we can hit Alt S to push those just a little bit up like this. Alright, that's almost okay. What we need to make some tweaking here 48. 048 Modeling section Completing the steering details: Let's go to their bag. Can throw number one, and let's see what else we can do here. Alright. I will rotate those to the x-axis. Rotate them like this. To make this flats. Are X, something like this. Maybe we'll walk and then hit F to fill this. Scale it and it's I to insert just a little bit like this. I totally see what's going to happen if we give this subdivision surface. Alright, let's add two here. Let's, it can throw an army to support this area Control R to support this as well. From here, Control R here. It's like to isolate this piece alone. Right-click hit Tab. I'll try to click here the smooth and tapping again. And now let's see what else we can do. Hit a select everything and have to enter correct or normal. Because as you can see, we have this problem. If you will see a problem like this, that's been you have face orientation not correct. Select everything gets a and then shifting to correct it. Okay. Can throw out to add one acre right here maybe as well. And what else tab out LSU, what we got so far. Okay. Alright, something like this will work for now. The syllabus details and hit X to hide them. Let's make some correction. For example, let's go to the right and tap it is called the Sea. Grab these vertices and activate the proportional editing. You can move those back and let's make the effect a little bit big. And maybe we can rotate those just a little bit like this. Something like that. And let's see, grab this circle heads have the to the Z Alistair Coby like this. And from the dog if you maybe we can start extruding closed set E and extrude this. And maybe we can rotate this just a little bit, but turn off proportional editing. It had arthro tennis. It's E to extrude this just a little bit like that and hit R, sorry, not E, hit Arthur, rotates like that and hit S to the Z to scale this Esterhazy. Alright, let's go to the can throw one to go to pageview. Move this right here. That we got something like this. A shift end to recalculate the normal. And the cylinders again go to tag. If you can throw number one, it's killed us to the X, make the flats. And let's hit either through this here, one here, and maybe one right here, something like this. And maybe we can take this bag just a little bit. And those as well. Okay. Go to the bag if you tap club those Control L to select the whole part here at P as two. Separate it. Right-click here, the smooth tab again, Alt click club those here. And then hit F maybe to fill it, hit E to extrude this up just a little bit like that. And that's to scale it. And notice hit I to insert. Because we need inner edge to make this era tighter. I think can throw off to support this area with an age. Like that's maybe another egg here. I don't know. And yeah, now it's okay. So quite perfect, but let's try to make it better. Well, maybe I can go to the back and scale this just a little bit. And delivers, sorry, can throw an extra liter acres. And maybe I can make this area a little bit more a sharper by adding another edge loop here. And now I got this. Okay, now we can use mirror modifier. But before using mirror modifier, I think we need to fix some shading problem right here. When we other this egg as a support a loop. I think we can select those key twice and move those in the middle to make this area even smarter. Because taking this app will make this area sharper. So I will move it here to the middle. That's a little bit better. Alright. And for this, what we can do is go to select all the edges or select this hit a, and then Shift Enter, recalculate the normal because as you can see, the faces notes looks fine. Shift N and then it can throw me to bevel all the edges. Ellis, are the three maybe. Alright, that's cool. Now this becomes more theoretically kids smooth. And you can activate harder normal and activate smooth as well. Smooth here. We still have some problem with it. Let's see why that's happening. I'm not sure quite happy with the Hadean here. Alright, here we have four vertex group because maybe we, we extrude that. We take this, we extruded or we copied the phase from the dashboard and we take the dashboard from the frame. And you remember when we added groups here to use ShrinkWrap, so I don't need them by the way, we can delete them. Let's add with normal, maybe that's can help. Alright, we have, sorry, weighted normal or I this before and after. Now it's become better. Let's see why that's happening. How can we fixed without adding weight normal this tab and maybe we need to add a just like that to fix the the heating. Adding egg is like this. That can help to to fix the heading, but you need to add too many edges. To fix that. For me, I will use weighted normal and that's it. I don't need to spend too much time here fixing this. Alright? And let's select this part again. It's like for this piece right here, I will tap, select 181 vertex, hit Control L twirling, select MPS to separate this because I just need to make some tweaking here for this piece. I just need to add one edge here. Sorry, we got some problem, 28 right here. Well we are. Alright, let's do that manually. I will hit K to make our cuts from here to here, It's Enter. And another key, two other cuts here as well. And cut here because I need to use subdivision surface here and I don't like to leave this like an ink gone in, gone me and face with too many vertices are both four. So I need to make some connection like this. The same thing on the other side, but I prefer to add one edge in the middle. And I started that I can delete health of this XF and use mirror modifier to me or the other side. That's will be easier for me. Tab out, go to me or add the mirror modifier. Whereas this one right here. And boom, that's it. Put the bubble underneath mirror or I think I'm not going to use it because I will use subdivision surface add subdivision surface, becomes smooth. Smooth. There was a time to give them give some edges, extra ages to make this tighter. Like what I'm doing right here. And maybe let's make some cuts like this. Hit Enter. And I just need to show you what I did here. Cuts from behind right here. And it should goes and and here. Maybe no, I can the club these two ages, Hickey twice and move those down. So much. Maybe right here. Alright, again. And maybe, you know, we can hit Control R to add one egg here. And just make connection between those. I just turned off the mirror on subdivision. Now let's put them on. Alright, now let's add an H right here. To support this corner. As you can see, the H loop, it's not continue to this side because here we have three angle. We don't have quiet and age because we have triangle here. Hateful naught goes and continue to will be like this. So we will do that manually. I will use the knife tool, hit K and make cuts like this. And hits Enter. And maybe we can select those and had key twice and move them up. And then Keith whites and move them down just a little bit to align them. The same scenario for those here, called those three key twice. Align them here or acute wise and take those back like this. And that's better for this area. We need to support it as well. If we need to support this area, we can select these faces. And we can hit it inserts to, to support this. Alright, that's an option. In the same scenario here, we need to add an edge to support this side. Alright, I think I need to add that manually, like this. And take this up right there and hit Enter for now and manually it K. And let's make cut like this goes there and maybe hit Enter. And from here it K and make this a goes to the other side here. It's intro. Alright, I will turn off this modifiers. I just need to check the result. Okay, now we have the big gun, as you can see here. These two edges are not connected to anything. So to make the shading better, for me, I can't, I can't connect these vertices. This one with this one. Hit J and this vertex, this vertex, and hit J, that's better. Alright, That's better. Now let's see. Your results. Can now looks fine and okay. If you want to add more subdivision surface, you can add more and you can get better results. But for now everything looks fine. A beautiful. Let's give mirror modifier to this one as well. Let's delete the, the volt. We don't even have the bevel. And let's add mirror modifier here. But the subdivision underneath its top. And let's see, do we have any overlapping here? And we have some overlapping. It can take this back, activate clipping it, and move this forward until they meet each other at the center. And there we go. Now, everything looks fine. Now let's smear of this on the other side, have the and then can throw two mirrors on the x-axis and then hit Enter. The same scenario, this one here, the and then Control X and hit Enter. And now we got something here. And it's looks nice. That's so bad. If you'd like to make the handles a bit thicker. You can do that. There is a nice trick you can use. You can select the handle that you want to end. Go to sculpt mode. You can go to sculpt mode from here, open the mood, and go to sculpt mode. And here we have bunch of brushes like this. You just need to put the most right here and just move them just a little bit to get the extra brushes side-by-side. And you can use this process called Misha filter here. And the filter type just choose inflate and then pick any opulent you like. And just click and drag. And then you can inflate it just a little bit. You can kinda strength to something small. Alright, as you can see here, can inflate this and K can make the handle even bigger if I like. Very cool. And I can go to select the next one and delete it and mirror or maybe this one on the other side. Alright. Shifty, they are kobe. Then Control X, enter, something like this. The final tree that we need to make here, I think I can select all of these details as I just created and touch it is more than go to wireframe. I can select all these vertices here. Then what I can do is I can just kill them just a little bit. S and scale this and make it big. And maybe I'll rotate this to the x-axis just a little bit to the X and give it a little bit of tilt like that. And then tap out. I think that's makes that steering a little bit makes sense as compared with the previous result. Okay, that's too much for this video. It's become very long. I will end it and combine it in the next one. Okay, so see you next 49. 049 Modeling section Making steering ready: Hello everyone, I will come back here. Okay, back to this theorem. Lists company the design here. And let's pick this. Okay, and let's see what we can do with this. Alright. Let's select the other parts. All of them. Hits like to isolate them like this. Oh rights. I think we don't need this. I'm a thing I'm not so quite sure. Yeah, I think we can delete this and we can extend. Make this a little bit taller key. And let's move this to the Y or something like this. And we forget to write splitted slash tab. Select those. Alright, this is all of them. I think I can create new collection for the steering. Less hits m2 open, Let's hit excites first from the local mode and hit M to open new collection, hit the new collection, give it a name. Steering. Okay, twice and that's it. Alright, hits like to isolate this and let's make this Friday by giving it subdivision surface. And let's make these. I need to target the necessary edges and give them support the loop. Okay? Alright, first thing, let's connect these edges because here we have an inborn in going means face have more than four vertices. Okay, So this one is gone because we have 123456 and you can count them. I need to make this like quads. So let's make a connection here. Had gay club this with this hit J and this maybe with watts. Okay, Do we need this edge right here? Can, we can delete it accurately? And let's select this with this headache a, this with this hit J. And as you can see here, we have quad, quad, quad because each one of them has four vertices and that's what we wanted accurately. Alright, from this side as well, the same scenario, grab this with this hit J. And this would this hit J. And what about these edges right here? Alright? Okay, maybe I can select this one Hickey twice in America here. The same scenario that we did up here. We can do it right here as well. That's great. Now, let's select these. By the way, we have a triangle here. I will keep it because I don't have I thought choice for now. Let's select the necessary edges. Alright? Selective like that. And we need to give it a level weight horizon, those here as well. And what else? Okay, I think we just selected all the necessary edges and open the arrow here and go to ITM and add one here, Enter. And we have bevel exists all pretty tab out hit Control. I apply the scale in case we have problem with the scale and we don't we just need to I got some weird results. I didn't get correct. Beveling less, add 0.5. Maybe. There's some kind of problem. Prevent bevel to work correctly. If I turn it off club overlap, I can see that I have something here. Alright, maybe this corner here we have developed vertices and yeah, that's right. And we got doublet vertices because when we, when, when we married to these vertices, like this, automatic was off. Alright, that's my mistake. But it is easy to fix. Just hit a select everything and then hit M to open the American menial and towards marriage by distance. And now as you can see, four vertices removed means the vertices was here 1234. Okay? Now bevel work correctly in case you find or you'll get a problem, problem like this. Keep in your mind that there is Overlapping vertices or overlapping ages. And to fix this, just hit a M. And then you can choose by distance or you can hit P By the way. I mean AMB, Americans by distance because the, as you can see here underneath the letter we have a dash here. That's mean that B is a shortcut for marriage by distance. Anyway. Let's go to the bevel and let's add buoyant one. I think 0.1 is okay and working in this case, we just need to give its auto smooth. Alright, we got the auto smooth, but as you can see, it's a great out. Sometime we facing a problem like this. And to fix this, we can go to the geometry data in the clear cost of sublet normal data. Just to clarify, in case you will find this as tweaking here. The split normal data that sometime happened because when we add subdivision surface and then deleted some time, that's happened because of that. So I will clear this that you can see now. We can control the ankle, but we're not need to control the angle. We just need to make the shading pattern. This is our goal. Alright? I think when we gave it, hey, the smooth, we got another results. Better result. I mean, let's go back here. And let's see if I add weighted normal. Let's see zero indifference. We don't because we have harder normal activated and it does create job. Alright, that's cool. Let's hit Select to excite now. And let's focus on this part. It's like to isolate it. Okay, tapped with the edit mode and I can hit a and select all the edges, by the way, and give them bevel weight and that's its symbol. Alright, hits like to excite and acids. Okay, now let's select all the parts of the steering. Go to the Lockean and I tried to click Select Objects. And then I will just select all the objects. Let's move this L is put into place. By the way, we need to rotate to the eggs like this. We need to put it in the right place in the wireframe. All right, it should be okay, maybe like this and we need to rotate as well just a little bit. And let's move this right here, maybe. Alright, what about the size? I think we need to make it bigger. In making that someone sitting here try to grab the wheel, the steering, and his fist, maybe that size. And the crop, is it small? I think so we need to make it a little bit bigger. Let's hit S and skeleton make it's something like that. And hit G. And let's move this inside. Like this, I think now it's makes sense for the for the truck. Alright. We just need to make some tweaking because we just rotated this too much. I mean, the head of the steering, we need to adjust the rotation of it. Okay, in the right view, we can do that by selecting these vertices like this and rotate it. Rotate them like this. And we can hit key and move them just a little bit. And maybe we can rotate them even more like that. Okay, now it's makes sense. Now It's okay. Let's talk about, let's see what we got so far. Alright, I think I think we got some problem because we left automatic activated. I think I'm also quite sure this tab, and let's see that we have any marriage vertices here. Alright, so we don't know the automakers off. That's cool. Okay, That's very nice. One more thing I, I can do with actually, maybe I can add an H right here. Okay? Around this and move the vertices up just a little bit to cover this corner right here. I think that's something important we can do. I will hit Control Z and go to the right. I just need to target this piece here. Go to the right to tablet mode and hit Z to go to wireframe. Let's take this out. Alright, and I will use the knife tool to make a car hit K and make your cuts. Make a cut like this, diagonal like that. And don't forget to see to cut through and cut and then enter. Okay, now here's Z to go to solid. And let's see how can we do this? How can we move those? Maybe in the right as well, we can do this. I think. That's better. Just move this right here and that's it. The seats in the 3D here, the solid mode. Very cool. That's, that's better. I think we can, by the way, give it to bevel weights. That's will be better. There we go. Very nice. Now it's makes sense. Very cool. Alright. I think now I can select this one and just make it a little bit better by selecting the necessary faces or vertices like that. And what else? Maybe just those vertices and activates proportional editing. And now when I scale, I will scale it. I will get a falloff. Of the effects in what I need to do is I need to hit Alt S and make it a little bit thicker. Okay? I think now it's better. A little bit thick and it makes sense actually. I will hit Control Z and there'll be that again, OwlTest and make it a little bit thicker like that. Okay, Now it's better. This hits like to excite. And yeah, that's cool. I think we didn't position this correctly. So let's do that. Just go to the steering right-click select object. We just need to move it. Maybe right here. And now I think it is in the correct place. Anya. Critical. We need to separate this as well. Go to this. It's like to isolate it. That's better. And selects maybe these faces. And those here in the wireframe, I think that's will be better maker that you select the error-free think and then you need to be touch them. But I need to use mirror modifier. That's will be better. Okay. Let's turn off Bevel, turn broadly, and let's go to the modifier and let's add mirror modifier. And boom, it's mirrored, but we need to delete the other, the half of this, but I can use an option right here is called bisect tool deleted automatically for me. Yes, activate bisector sometime when you activate bisect, you got incorrect results. You need to check the Y and Z or you need to check the axis in case you rotated the object. Sometimes that's happened. Apply the rotation and then add them in case we got the problem. Alright, now we got this mirrored in nice, Let's put the bubble underneath it and activated. And now everything is okay. Alright, now let's tap that it's more than, let's select these faces. Alright? And then it's P as two, separate them and make this separated and that's it. It's like to excite. And now the result is better. Beautiful. So now we can, if we made the, the glass is just a little bit transparent. Now we can see something here. And before I end this video is correct. This, this tip here, maybe front of the tub. We can do that. Alright, we don't have mirror modifier and we have very akin here. We just forget to fix this. Okay, So I think I can delete this valve and hit XF and add mirror modifier. Okay, I've started deleting this have, I will select these vertices and the solid mode, I can move them. And let's turn off proportional editing. And had she had moved those, maybe right here. I think that that's okay. And in the right if you take those down to put them in the correct place, hold Shift to make the movement slowly like that. And there we go. Now it's better. After that I can add the mirror modifier. And everything will be cool. Alright, so everything now is mirrored and beautiful. Alright, now we can maybe go to the windows and three activate them. Do we need to do anything else here? Alright, let's take a look at, let's see what else we can do here. Alright, cool. Okay, Let's unhide the windows. And yeah, that's very cool. We don't have much tweaking. Okay. We just need to fix this. And I intentionally left it to the end. And maybe that's okay. So that's it for this video, NCLEX 50. 050 Modeling section Finalize the modeling: Hello everyone and welcome back Here. Okay, what's next? What we should do? We almost everything now, everything is already. We added the details. Now maybe we can make some fixes, Finalize the project. I mean the modeling section. Okay? And let's start with this. I used mirror modifier. So the hole that I got here, it's here as well. I need to fill this area. So I need to select the body here and it's like to isolate it. We have mirror modifier and we have the vole and weight normal. I will apply them Euro because that's it. I don't need it anymore. And I will talk to the edit mode and target this area and fill it. All to click to select loop these faces and hit X. To delete them. Go to HS number to Alt, click to select the entire edge loop, hit F to fill it. And then with these ache is selected go to mean bevel weight. As you can share what we have blue line, I'd zero right here to delete any level weight. And for the edges here, we can actually delete them. Can throw X and dissolve them like that and everything. Now cool. We still have, correct kidding. I think we don't have any problem. Very cool. It's like to excite, so we fix this. And now we can say the, the project is already 100 per cent. But I need to make some tweaking here. It's not necessary to follow me. If you reach to this point with me, that's amazing. You did great. But I care about details. That's something in my blood. I need to make some tweaking. When I created this, I didn't like us, especially as you can see here, we have some hole here. And I need to take this further and make it better. The variation that I got here from here, it's thick and here from here thin. I don't like the scenario. So I need to fix this and make it better. Alright, let's do that. Let's select this ferrous LSU. What we have, we have ShrinkWrap modefier, we have mirror, and we have bevel. Let's turn off. Let's close the bevel and less total bevel. For now, we have a ShrinkWrap modefier I will add, can throw a end up light. That's it. For the mural Rocky, let's turn off camera Timberlake. Now I got this. I will tap it, it, it's more end this, select these faces that I don't want. It can throw blocks to grow the silicon. What I did is I just selected these faces and executed these faces here. I will hit XF to delete these faces and start extruding this again. Hits like to excite from the local motif a select all the face here. And now we can extrude this again and give it a thickness. Something like this. Alright, now we got something cool, but it needs just a little bit of tweaking. I think what we can do is I will hit, can throw all the sets and I will hit E to extrude, but I will cancel the extrusion because it goes diagonally. And I don't want that just heterocyclic. Alright, in manually move the new faces to the x-axis, X, and move those just a little bit. Something like that. You can align in this edge would the edge of the window. Alright, that's great. But we still have problem with the window and we need to rectify that. Okay, let's select the window here, and sorry, this tab. Select the window and let's see how can we fix it. Alright, we need to select this one as well. And I will tap it as I want to elicit we can do. Alright, let's go to the vertices, go to wireframe. And let's select all of these vertices and hit key to the X. And let's move those to the x-axis like that. Albright's. We have some overlapping, as you can see here. In this case, I can drop this accurately and I can Coby this face, for example, and use it as a shrink club and the ShrinkWrap this on this face, I think that's will be faster. So hit Shift D, take this kobe, right-click, leave it the same place, then P as two separate this and select it and make it a little bit bigger. Before that, deletes mural from this Face and delete level. We don't need any of these. Alright, now let's touch it. It is mod endless. Go to wireframe and select this vertex of this new face key twice. And let's take this up. Alright. I just need to make it bigger than the window. And maybe from here or acute twice hit Alt and take this down. And the club this with this Keith wise and move those just a little bit like that. From here, become bigger. This there can end at this direction as well. But this point we need to move which is a little bit less. How can we achieve that, the problem this point, and hit G twice. And let's hit Alt to move this forward like this. And Keith wise, and let's move this down like this. I Aliant this vertex with this edge and move it like this. And then with this one. And I got my results. So now this guide, alright, become bigger than the mural itself. As you can see. After that, I will hit em and move it to the shrink. Okay. And now it's moved to the shrink because shrink is off. We can see it. So I will make this visible, so I can see this. Alright, now what's next? The old faith that we create still here, I think we don't need this. First. Let's delete this or not delete this lists. Let's hide unnecessary faces. And let's grab our guide and less. Alright, it's right here. And let's select this hit slash to isolate them. Alright, so this is the guy and this is the frame. Select the frame. And let's delete these modifiers and delete bevel from it and keep me or that's OK. And let's add the ShrinkWrap modefier and pick the plane or the guide. And now we just shrink dropped this on the plane. So this is before and after. Alright, so that's cool. Let's put this above the mural. Alright. You can see the difference from here. If I turn this off and on, can see the kink. That's great. When you will be satisfied, everything is okay. Turn off shrink folder. Now we got this and you can apply the shrink. That's okay and keep me and that's it. Hits like to excite. And now everything is aligned perfectly and smoothly and nice. What about this here? Less, less play with it. What we need to do is we need to grab this side of faces and hit Alt S and move those just a little bit inside. And it took cover this age. We have open air right here, so we just covered it. Hits like to isolate it and maybe we need to target seven necessary just to give them a Bible. Open the menu here and give them bevel weight one, and then hit Enter. Now, we gave them the full weight. Great. Activates, mirror activate, bubble. In. There we go. Okay, it's nice. Let's check the face orientation in case we have problem. And yeah, that's right. We have problem. As you can see, the color is a little bit different as compared to the next panel. Select this tab, hit a shift M, recalculate the normal, and that sits on the other side. Let's check. What happened. Now is better. No, I like it. Writes. The final thing that maybe I can add to the Cybertruck. A frame should be right here. And if I check the reference images, okay, Let's go here. I have images for the windows. Okay, Let's see Where are they? Yeah, as you can see here, we have frame, as you can see here, this area. And actually it is, it's important to add it That's will make the design more realistic and acceptable. Okay, so it's not something complicated. It's easy to create in this create, it's not going to take too much time. We can start with the door. We can go to the editing mode and select the faces that we have here. For example, how do you can crop one-phase, hit Shift D, take a copy, right-click to live it and assemblies and then hit P as two separate layers. Now let's work with this interface tablet mode. And let's select these vertices right here. And had Keith wise and slave those back. Align them with the window here and the crop, these two vertices and achy and move those almost right here. And those gateways hit Alt and extended those right here. And that's cool. Alright. Now those, we can move them back key twice and slide those almost right here. I've talked about hit a and then E to throw those up just a little bit. And this side right here, site, go to the edge covers. He did it and move this up. Like that. Yeah, that's cool. Now let's see, grab this face here. And from the right view, we can hit Shift D to take a Coby. And let's put the new code right here. Alright, and maybe now we can extrude it by the extrusion direction will not go in the correct place. We need to manually grabbed the new face and put it in the correct position key. And let's move this almost right here. And maybe we can rotate, it gets a little bit. Somebody like this and he can move it. Or that makes sense. Okay, That's cool. Okay, Now is the time to add the oval. I will hit a target all the parts and add the little one. Alright, now let's hit select all the pieces and shift and in case we have problem with the normal. Alright, now let's tap out and let's see what we got so far. That's Pesaro. Actually. Let's see what else we can do here. And here we have a frame of plastic we need to create, and it is easier actually to create this. You can use these faces that we already created. Have detailed Coby right-click, leave them in the simplest be as two separate them. Grab this and you Coby and touch it. It won't be just need to select this line of vertices and just slide them out key twice and take those almost right here. Something like this. And hit a and E to extrude those. Extrude them just a little bit in the right view, you can hit G and manually move those, maybe like that. And now we can grab this side of acres and take those back key twice and move those back like this. You can add another edge here, sorry, not here. Them the middle, you can add another H right here and the crop this edge and hit Alt and just push it inside. Like this maybe. And now we got something a nice here. Maybe we can give this pivot away to one. Let's see what we got so far. Alright, Very nice. Very cool. I like it. Or rice Weka, some overlapping right here, you can ignore it. Or if you don't like to ignore it. This is very used to fix key twice and take all of these up just a little bit. Right, that's cool. Maybe this edge I need to give it level weights, speller and this EKG right here, if you see it, I can give it bevel weight as well. That's better. Maybe this one I was bull and Tub out and now it's better. I like it. Alright, This, how to create this stuff? And what else we need to do here. Alright. I feel, I don't know, but I feel this window, we have some black shadow here. Let's see if that fixable. If we can fix it or not. Did we gave it here, the smooth? Yeah, we did. Maybe if we added some edges here, maybe we can fix it. I mean, if we go to the right view and use the knife tool, hit K and just make stride, cut like this. It's a to make the cut strides and see to cut through, to cut the faces and the front of us. And far away faces. Confirm the cut and then hit Enter. And now we got this age. What we need now is to hit P to bevel, It's endless. Sorry, not too much. That's too much. Let's add some H like this. Are these edges can help us a little bit to fix the caning problem. And as you can see, there's a little bit of difference here. And maybe we can do the same scene I write here. Alright, I can hit Control B and a, two H's here and grab one of them had Keith wise and slide this maybe here in the middle and bevel it as well. Two, maybe three or four, something like this. Alright. Somebody like that. All right, Actually I don't like this result. I need to I need to get something better. Okay. I will delete this and in the right the same scene or use the knife tool and makes it right cuts and accepted and levels. This but this better. Alright, Adding these edges will help the Hadean to be better. Right? Okay, cool. Okay, so what else do we have? Anything else here to add before I end this video? Okay, cool. We got very nice results. Everything looks fine. All Rights. The fender or the lights. Alright. So yeah, that's it. I will end this video and see you next. 51. 051 Materials section Adding the HDRI image to the scene: Hello everyone and welcome back. Here. We almost finished the modeling in case we need to go back and make any tweaking, we can do that, but now let's focus on the lighting. And I think the material, before we jumped to the material, we need to other light so we can see the result of all the material. And I'm not going to use the lights that we have here and maybe maybe I can use them and add some of them, but I need to focus on the HDRI image. Now, two tests that material. Hdri I, HDRI, suddenly in, it stands for high dynamic range imaging, is just an image and I will show you example here. This is one of the HDRI images you can download for free from the Internet. This is a 360 degree image. You, when you put, when you put the object here inside, this image, will surround the whole object and it will give it a light. Natural light, similar to the what you see here coming from the windows are from the image itself. The result that you, that you will get from HDRI, it is very natural result and that's what we need to get correct. Get correct material. Okay, so let's see how can we do that? How can we use HDRI image inside Blender? It's very easy by the way, this exact for now or at the Pharisee. But I need to do now sublet the window to, to. Some users. Go to shading. Second, inside shading section, you can do the same thing. And you can start tweaking the material and you can see the result here directly. But in our case, I will use our layout. I will split the view to two, and I will tweak this window to render and this one for the header editor to tweak the material and see whatever change we want to do. Let's go to the editor of type, and let's change this to shader editor and this panel, we don't need it for now, so I will hit N to hide it. And a fair thing, we need to add the lighting. And as we said, we will use HDR imaging. You have to option here, you can go to this section and create background or you can, from here, switch to the world. Okay, here we have objects, material, world, materials. So we will treat us to the world, Timperley to set up the the environments and then we will be back okay to the occupant. I mean, this is the outputs. And here we can add the image and liquid. Okay, let's go to the folder and let's bring the image and let's put it right here. Okay, This is the folder, and I will provide this folder with the course. And here we have three types of files. We have the image itself, VBG, and we have ATTR, and we have this EXE or using a JPEG. It's not gonna give you correct lighting because that JPEG image, it's not contain the whole information to be create good quality of lighting. In this case, we will use E XR. It appears that the best choice, okay? If you want to get nice HDRI image, okay, so I will grab this like that. And what's the inside Blender. But doing that is wrong. If you grab it like this and boated. If you want to rectify, I mean, if you want to correct it, you need to change this node two environments. Sure. When you bring the image right here, just select this node. And that helped us to open the switch, not the admin your switch and go to the texturing and choose environment texture. I just changed this to environmental. Sure all you can do something else. You can adhere to a and go to texture, environment, texture, and go to open and then find the image, and that's it. I will hit Control X to delete this. Now, I will, I will link this to the color, willing the HDRI image with a background that's been now we can see it at the background, but we need to go to the render and then to the output. Alright, cool. Let's check the render. I need to build my material while the cycle. And inside Blender we have two engine, we have Eevee and we have Cycles. Okay, Let's focus on Eevee and Cycles, three plus two cycle. And here we have multiple options. Let's ignore everything for now. Maybe I can mention one thing here. If you want. Here you have the device, if you want to render with CPU or give you commute. In case you want to wonder with GPU, you need to go to the edit and their preferences system. Here we have a non, I think the default choice is none. Opportunity to go to the cuda and activate your your card, graphic card here. Okay? Just choose it. And then you can run the 3D cube. You, for me, I will use CPU. And what else? For the de-noise here we have there under the viewport render in here we have the final render. The second is for the final render and this one for review board. You can activate the noise YOU render if I if I go to there under his Z and then go up to render like this. No, no, I am rendering with the cycle. And if I activate the noise, the noise, the results in real-time. For me, I going to turn this off. I don't need it. In case you need it, you can activate it. And I will keep this on this for the final render. And as you can see when we switch to the viewport render, you can see that you can see the environment. If I grab this and hit M to mute it, I can see nothing, no light. There is no elimination. But if I hit M20 unmuted. Now I can see lighting. Very nice. Natural lighting comes from the environment itself. One more thing maybe I can do here, maybe I can increase the strength from here. As you can see, the default is one. I can add two or three, or I can add 0.5 half whatever number you will want to adhere. But be careful for me, I will add one point for maybe just increase, decreasing the lighting just a little bit so we can see the material better. And what else we need to mention. If you want to keep the environment visible in the background, that's okay if you like. If you want to hide it for no reason, you can go to the Render Settings here and then go to the Whereas it to the film. Second activator experience. As you can see now, the background become transparent, but we still have the lights and everything. Okay, this is an option. If you want to use another option. There's mess combination here we can create, we can duplicate the background, hit Shift D to duplicate it like this. And we need to mix between this node in this not okay. Let's hit Shift a and let's go to the header. And let's add mixed shader to mix between those nodes. So let's put this right here. And what this right here. And blogging this to the surface. Okay? Now we need to control the factor with a naught. We have light, we have a light path, just tie for path. And you will find the light path right here and you answer the first option is it commentary and plug it to the factor. Now, as you can see, we still have the lighting on the car, but we we hide the background. It we can control the color of the background from here. In case we want to make the background dark, we can take this color down and we can make it dark and we can still have the lighting comes from the environment. As I can say, you have to option either you activate transparent, or you can do that. Okay? Yeah, that's it for this video and see you next. 52. 052 Materials section A quick brief to shader editor: Hello everyone and welcome back here. Let's go to the object mode. I'm in the material. Now we are in the world. We completed the environment's lighting, and now we can go to the object, okay, and now we can pick any geometry here and give it a material in case you are not familiar to the shader editor. We just briefly can speak about the shader editor. If you want to create a new material for any object, you need to select the object ferrous. And then after that, here you have been new to add the new material and in Blender. Or you can hit here, you can go to the material properties and you can hit tenure as well to create a new material for the selected object. I prefer go here and hits a new to create a new material. In case you have a material already made material, you can find all the materials here. And this area. In case you will create the material. I will create a new one. I didn't think create anything. Okay. So this is the door. I will add sinew and there we go. Now we got the material. Alright, if you, if you were to new and create a material end for any reason, if you didn't find that. If you will get this tweaking like this, you just need to hit home button. If you do that, you will have frame the material and the screen here. Alright? If you want to zoom, you just need to rotate the wheel of the mouse pan. You will need to hit the middle mouse button and move the mouse. Alright? And you can select, select the node itself and left-click and drag to move it like this. And all the nodes. If you want to cut the connection, for example, if I add any note here, alright, MHC tickets you, for example, if I want to connect, just need to left-click and drag from this node to node. Okay? The same thing for the other notes like that. And if I want to cut, I just need to go to that where the snowed or where this condition goes and then click and drag and lipid in the space like that. Or you can hold Control and the right-click and move the mouse like that. To use this knife to cut the connection like this. Very important add-on, you need to activate it in case you want to work with shader editor. You will need to go to the Edit and then preferences. Aside, I don't section search for Node Wrangler, just type WR and you'll find it node or angular is very important to activated because it will give you very important shortcut to speed up your workflow. When you want to activate it, just go to the burger icon and hit Save to save preferences. And then exactly. Okay, now if I want to make a quick review, in case, for example, if I added that color, RGB, what's I can adhere? Let's add in boats and for example a. See what we have here. Let's add an RGB color like this. And in case I want to make cookie preview so I can see the color itself on the selected object. I need to go to the preview for to, to see the result. Go to preview, just hit Z and go down. And now we are in the preview. And because we activated Node Wrangler, now if I hit Control Shift and left-click, no triangular will give you a quick, will give me a quick preview to the node itself. For example, if I, if I added, Let's add noise, for example, noise texture. And if I hit Control Shift click, as you can see, now I should see the noise. Alright, so I'll give you a real time preview like this. This is very important thing here in case we want to see the effect itself before we plug it to the principal, the PSVF to see the final result. Control Shift and click. If you want to preview the other slots. For example, if I add geometry, There's geometry notes. And if I want to see the position for example, and other seconds here, I just need to hit Control Shift click. And now I'm a preview one is the position. And if I want to go to the normal to see the normal, I can click again, can talk if the clinic and keep doing that. In this case, I can switch between these slots. There's another important shortcuts. For example, if going to cut the connection, you need to hold Control and right-click and move the mouse and cut the connection like this. Okay? If you make your material a little bit complicated and you have too many notes, and sometime when you Have too many notes sometime you will look at some problem like this. Over nuts will overriding the, the link lines. Sometime you need to change the direction of the line. So It's very important to use railroads. Railroad is subpoints help you to Kinga direction of the, of the wire. And then the same time. It can give you the ability to link the same information from far distance. For example, if I want to link the position, the color, by the way, it's I'm just explaining things here. Don't worry, I bought my connection here. If I want to plug the position to the base color and for example, to the, to the metallic. It's normal to go like this. But you can three roads, just hold, Shift and right-click and add, rewrote, and then you can make a connection like that. That's what we're working. That's better. It's better than doing like this. Alright? In the same time you can kink the position. You can crop it and hit G and move it. For example, let's put this right here. And we can add another railroad. Just hold Shift and right-click and add one here and had key to move it. And you can move this one, for example, right here, and you can add another one here and move it. And that's can help to organize your material and make it better. As you can see now, the debtor can, now It's better and readable. Alright, you can hit Shift a and go to the layout and choose railroads and you can edit and edit any way. Like a layout three rows and added. One more thing here we need to mention if you want to use this option is called a frame. It will help you to organize your notes. For example, if I add this from right here, I can add this node inside it and this node inside of that as well here. Okay? And I can select the frame itself and move it in. All of these nodes will follow it. And that can give it a name. If I hit N, I can give it a name right here. Hits either name and hit Enter. And you will find this right here just to organize your head or editor. One more thing I want to mention, let's close this. If you want to add two material for one geometry, you can do that. For example, let's add the sphere right here, shift to a and less UV sphere and I'm going to move it here. Alright, so now I need to give this material, this object, sorry, to color. I want to give it red and blue. Alright. I mean, two Materials. I just need to create the first material yes. Hitting you and change the color to some the blue. Okay. Okay. But now it's become blue. I need one health to be alright, and one-half to be blue. To do that here inside the material property, second year we got this area. As you can see here, we have the material, the blue. I just don't want to call this material a, just to recognize it. As you can see, this material now covers the whole geometry. I need to add another material to do this any, to create another slot here, to add the new material inside the slot. Okay, so just hit this plus and now we have another slot. As you can see now, it's telling you you need to create a new material for this slot, okay? You can hit to new from here or from here, the same scenario and we can keep the name from here or from here. By the way, just want to click here or double-click the name from here, or just go here what with one-click and King the name from here. I will call this B material. For this material, I will change the scale to some bigger, right? Like this. There we go. Alright, How can we apply this to new material on this geometry? You need to go to the edit mode and you just there are a frame. Pick the phases that you want, and then select the material that you want to apply on the selected faces and hit Assign. Okay, and top outs. Go back to solid, sorry, go back to Materials, Review. As you can see, I just applied to material for one geometry. And you can create three. Either way. Either new slot and hits a new king, the character something green maybe, and big face, some faces you like, for example, those and hit Assign. Let's keep that into something for C. And there we go. This is how to add multiple material for one object. And if you want more information about Blender in general and Material, I got a course. Speak about material from zero up. Alright, you can check it. And what else? I think that's it for the introduction to the shader editor. And now less start creating the material for the Cybertruck. Okay, but in the next video, See you next 53. 053 Materials section Organize the scene before you start: Hello everyone. Welcome back here. Before we get started, we just need to organize the scene. You just need to put everything in the specific collection. Let's start with the body collection. I need to select the doors and all of these parts and put them in specific collection. I just need to organize them. Alright? Maybe those here as well. Can select them and maybe this frame right here. Okay. And this what else? Yeah. All of these I think. And just hit me and other new collection, let's call this body. And then hit Enter twice. And now we have a body collection and we can hide the Timperley. And let's create another collection here. Maybe for the wheel cap. And maybe those here. New collection. Wheels, cup. And maybe for the tires. Actually we can work without doing that by the way. Tires. Then 13 y's. And what else here we need to do. Alright, let's select the windshield in these parts as well. And let's call this. Do we need to select this one? I need to write this one alone. And the frame that I have here as well maybe. And bliss hit M and Creating a collection of this called the sea glass can call up whatever name you want. This here, whereas it's turned off the wheel cap, tires, and the glass as well. Turn this off. And this one we need to put the inside the glass collection and just hit me and go to find it right here and select it and it will be disappeared. And this creates a collision for the interior. Let's put those inside. Where should we put those? I will put those state or in anywhere less critical acumen, scarlet interior to put all of these parts inside this. Select them by that. And I just need to make sure that I got rights normal. Yes. This one the ground and it took a little bit tablet a shift in, let's see, flubbed or not. Alright, tab hit a Alt and over the normal can you and then hit Flip. And that's it. Alright, let's select all of these parts. Alright, so maybe the steering here, they hit the dashboard and the stuff and the cushions here. Maybe those as well. We can club them like that and hits, I'm choosing new interior. Interior, your anthro twice and then hide interior or less cool. And these, we could put them inside the tires. Maybe. It's an enqueue is tires. And we need to create a new collection for this suspension system. Alright? Alright, from a good angle you can select all the objects like that. Maybe. Are the do we lift anything? Everything looks okay. Alright. Hit the M and Q is in you. And let's call this pen. Can hit Enter twice. And I felt that you can hide it. Now, right? And what else? We maybe we can put this inside the interior. I think that's better. And these handles in the body section. Alright, and all of these details here, we can put them in the body section. I think those here and all the stuff. And maybe those here details. Alright, let's tells me this gift here. Grab them and hit em and put them in the suspension. Or at least select those and let's put them inside the new collection. Maybe we can call it plastic. Just to look nice. It's up those as well. Maybe those here. And fender flyers. Alright, hit M N, choose a new colliculus, call those what we can feel them plastic maybe. And towards wise. And you can hide it as well. This part as well. Let me and go and put the inside plastic. What else? This one as well. We can put inside the plastic and the stuff. We can put them inside the body. They could be right here. And these stuff as well. Alright, so what else? Yeah, those here as well. To his body. The body and what else? We got here. Alright, let's see, create a new collection for the lights. We start with this one. And those here. And what else? Maybe those as well. And this maybe this hit M and Q is a new collection handle the scholars lights and darks wise. And you can hide them as well. And you can select those here as well, and choose M and put them inside the light. Whereas the lights right here. And this one maybe inside the plastic collection. Alright, and for the other details, we can put them inside the body, except this one we can put inside the light. And those here, let me say the light. Alright. Those I think they made from plastic and those here as well. So I'm thinking I'll put those inside the plastic section. And the wrists. We can put them inside the body. Those here as well. And put those inside the body. Something like this. When you combine it, just activates all of these parts and keep the current golf. We don't need us. And what else? Okay, that's it. Now all of these bars are now organized and even you even if you ignore that, that's okay. It's not a huge issue hockey. Alright, but I did that because sometime maybe I need to hide some parts. That's will be easier for me. For example, if I want to work on the suspension material, I can grab the parts and hits slash to isolate it and work with with its alone. But maybe some sometime I need to hide the tire and the wheel cap so it will be easier for me to hi the tires like this and then higher. Whereas the wheel, wheel cap here. And now I can work with the disk and the spirit, the suspension. All of these details. Because of that I organized all of these parts and put them inside folders. Alright, so that's it for this video and see you next. 54. 054 Materials section Car paint MT: Hello everyone and welcome back Here. Okay, now it's the time to create the Car paint. And before we do that, we just need to see the images and understand the surface of the truck. And we need to understand that reflection, how it's behave to the light and reflection sharpness as well. According to this omega is that we can see right here. That reflection is a little bit sharp as you can see here. You can see the details. And we have some waviness. Alright? We have in the surface and the sharp or in the faraway a surface we can see the reflection, but in the close surface, closed surface to the eye, we can see that affliction. And that's happening according to the front nail effect for nil is a scientist. You can search in Google for Neil effect to render a standard. Alright, the same CNR right here, as you can see in the far face faces, we can see that application clearly. But in the clause, the pizza is close to the camera. We we losing a reflection, as you can see here, if you compare this area right here, according to this area there, we don't see it in the friction here, but there we can see a reflection. As I said recently, that's happening according to the final effect. The same center right here. This angle, it's a little bit far in this extreme angle. And because of that, we can see some reflection, but this face pointing us towards the viewer. Because of that, we can see NF flicking here. The scenario is similar to someone stood on a pool of water. And Let's talk something right here. We just need to explain the scenario. Alright, let's assume that we have a guy here. Alright, and this is a water. Okay. And her legs his legs underneath the surface of that water. If he look down like this, he can see his fifths. Normally. You can see it. But if he look like this, this area, for example, and far he can't see what's underneath the surface because of that reflection will be very strong year. Alright. The site goes like this because we have an angle here. And because this angle become sharp, he can't see what's underneath the surface. But if the angle goes to try it like this, vertical, he can see something. And here we have a ring. By the way. When the angle becomes sharper and sharper, he will lose the ability to see what's going on underneath the surface. And as I said, that's because of the friend Neil effect. Just go and circuit is very important concept. Any artist need to understand it. The same scenario happening right here for this surface and we need to take care of that. And I talked about the waviness. We have a little bit of waviness here. We can take care, we can create it, and we can ignore it as well. Alright, cool. Let's get started and let's see how can we create something like this? Let's make this smaller. Select the image control shipped out to resize this. And the scene is already the lighting is already we just need to make this big. And what we need to do here, Let's pick one geometry and hit slash two isolators. His Yan go to render. And as you can see here, we can see the the lighting and everything cool and ready. I think we can make some adjustments to the to the string. Or maybe I will accept it 1.4. Okay, I will accept it. Listed new material, let's call this car paint. Material, just had in the end empty for material. Alright, that's cool. Here we have the base color. We can control the base color and it should be metallic. This is a metal. So we need to work with the metallic. I will push this to one and make it full metallic. Alright. And for the roughness I will add for now point to just need to see what can happen And let's see the surface in the extreme angle like this was going to happen. Let's manipulate this peculiar and let's see what will happen if we take this to zero. And if we take this to one. Specular will give you a little bit of give me a layer of reflection above what I have here. Alright. I can make it, take it down to an end. I can delete or hide this layer of reflection, or I can add one here and make it clear. For me, I will add, for example, 0.3. I don't need the layer of color to be very strong. Something like this will work for me. Okay? And for the roughness, I will make this a little bit rough. This is the base color, let's say okay, Point tool, it's a little bit reflective, but maybe we can add 0.3. We still can see some reflection, but it's blurred and that's what I want. Above this, I will add another layer off, reflect him and I will make it sharp, okay. Until now is nice and cool in case we need to give it any color we like. We can push this to the blue just a little bit, not too much to make it a little bit bluish of we need or we can cancel that, okay? Okay. Something like this. I can be protected. And after that, let's search for another annoyed. By the way, I just need to mention something right here. Here we have the metallic goes 0-1. If you're three, this two on the surface will be fooled by metallic. If you switch this to zero, you will make it a plastic. From plastic tool metal. You'll need to speed this 0-1. Okay? And the roughness can throw all the the surface, let's say the the first layer of the surface. And it is something microscopic. If you make a few books this to one surface. On the macroscopic level. This is the surface roughness zero. But if you book in this two on the surface will be like this. But you can see these. You can see that in your neck tie. When the light hits the surface, the light will go in different direction because of that, become very blurry. But if you take the reference to zero, the surface will be like this. And when the light ray hit the surface, the light will go strides like this. So the angle of the right here will be similar to that angle of the ray right here. Okay? And reflection will be sharp. And if I take this to zero, you can see it's special. If I take that metallic to one and make it a metal, it's become a mirror. But as I go forward with the roughness, it will become blurry and blurry and as you can see now, become very, very rough. In our case, 0.3, as I said, is okay, we can see some reflection and that's okay. Let's cool. Now let's add another layer above this. Okay, Let's hit Shift a to open the add menu so we can add and go to Sarah, you have to an to search. I like to use search because there's very fast way to find what I want. You want to add a glass, a gloss. Gloss be SDF. Let's put this right here. And we need to mix between this material, this material. I want to use this material as the base material. This material, the gloss should be able with this material that will be off a little bit. And this will be smooth above the rough idea, okay? When rays hit the surface, I can see sharpen reflection. And in the same time I can see some blurriness insight. And I will show you how that will work. Okay, how can a mix between this and this? There is a very fast way I will use. I will hold Control Shift and then hold, right-click in, move the most from here to here, from this node to this node and release no triangular, the add-on that we activated, this one right here. We will create the mix shader automatically for you. And that's great. That's what we want. So now, now we added a material above material The only thing that we need to do now, we need to control that by using the factor that we have here. Alright? If I take this to zero, I can see this material. And by the way, there's something I just forget to mention. When you add the gloss PDF, push this to zero so we can make the surface like Humira or so at zero factor we can see this material. And A21, we can see this material, this node here. But we need to control that. So let's search for, for nil. Our friend now. Alright. Some pupil, a pronoun set Fresnel, and some of them for nil, It's a name over the scientists. Time for me, I will stick with the front L. Alright. Now blood, the factor with the factorial. And now let's see what's gonna happen. Alright, we did that. Now. We can see in the extreme angles, we can see some reflection. But in this area close to the camera, facing to the camera, we can see in a flicking. And we almost simulated the effect here. And the extreme angle, we can see some reflection from the environment. And for a surface like this, we can see in the reflection the same scene, however happening right here. So this is how you can create this effect. And if I hit Control Shift, click on the final frontier will give you a value from black to white color. And when you rotate the geometry, as you can see here, we have extreme angle between the viewer and the surface itself. We have very sharp angle. For nail will make this white and this dark because it's close, or let's say pointing towards the viewer. That's why we achieved this effect. So now this white area, this white area shows the glossy be SDF and the dark area shows the principle PACF. This is the idea. Now let's hit Control Shift. Click on the mix shader so we can see the final result. Alright, that's cool. In case we need to add waviness here, we can use noise texture and we can block it to the gloss be SDF. Okay? As I say recently, we have to level the roof level and the smooth level. The smooth level means the glossy be SDF and the raft means the principal, BSD F here. Now I need to add some waviness. But the waviness will target the smooth level, but it will be very subtle like this. There's not gonna be stronger. If I make us throwing, I will ruin my result. Okay, it's very easy. Go to add Shift a, go to search. You search for noise. No, sorry. And I nice to share. And right here. Alright. And we need to block this to the normal. And we need some help from the bump. Go to search and search for B, you, and you will find this pump right here, plug it the normal to the normal log of the factor to the height. We need height information. Cool. As you can see here, we can see some effects. I will have control shift. Click on this. So we can see the noise texture, but the noise texture now, it's not applied on the surface. And the correct way, we need to tell the noise texture that you should apply on the surface in a certain way. Okay, in this case, we need to add another nodes here. Because we activated Node Wrangler and the other. And second, now if I select the noise texture and if I hit Control T, node or angular will look create the mapping node and the texture coordinates. Okay? I need to use the object coordinates. I need the noise texture be applied on the surface according to the object option. Note that generated option, using object option. That's it can give you cool result and that can eliminate the distortion that happened in the The fixture that you applied on the geometry. Because of that, I need to be like object coordinate to the noise texture. Alright, let's go to the noise texture activates control-click. As you can see here, we have some citric. Here on the surface, it's applied and nice way, but on this surface we have some problem. Now if I plug the object to the victory here, I have a different result here, and that's what I need. Okay, now let's check the final results. And let's see now what's will happen. The effect now is very strong and we need to make it a little bit less. Let's add points. One. Alright, I will hit Control B, so I can take a small area here to render it. I just need to focus on what's going to happen here. As you can see here, we have some waviness here happened in the surface. The skill is okay By the way, we didn't explain the stuff here. Here we have this Kaitlyn details. I'm not going to focus on those three here. We don't need them. I just need to scale and that's it. The skill is okay. Alright, I will hit Control Alt V to get rid of this square and control shift click. And this is a skill to all make the, make the texture small or big. Four maybe okay? Three, okay as well. Okay, I will check this consortium to click, we just need to see the result. The result as we got still, affects, still a strong okay. So strong if I hit M to mute it, this is before and this after. What I need to do, I need to make it a little bit subtle. I can take this to maybe 0.01. And now we got very subtle waviness. And I will, I think I can accept this. Something like this will walk maybe 0.005. Alright, something like this. I need the effect to be very subtle. Nope, like the mix. Yeah, we can accept this result when it will be satisfied with the result and everything is okay. We can, it's like to excite. And we applied that texture on this part. Now we can select all the parts that we need to apply the same texture on this one right here. The hood, the front area here. Grab them all and keep this one. The last one, hold Shift and the garbage makeup, the active, the object that we gave it, the Material, Material recently, and then hit Control L to link and link material. Always with us meanings. We gave all of these pieces the same material taken from this object. And we need to target this one as well. Grab it, hold here at the club, this Control L and choose link material. Right? Now Let's hit Z and go to render. And let's see what we got so far. Let's give this just a little bit of time. All right, That's cool. Okay. There is what I got here is very okay and nice. So I will accept it. And I think we forgive the handles. We didn't give them the same material. Let's go to their material and review to make the performance a little bit faster. And, and, and let's wait for it just a little bit. Okay, cool, cool, cool. The cell like this. The handle just to handle, Alright, hold Shift, grab any one with the material, can throw L link material. Alright, so that's it for this material. And what we need here that we applied on the all geometry that we need. Alright, this check. Yeah, I think it's for now. Okay, that's it. And see you next. 55. 055 Materials section Adding materials to the windows: Hello everyone and welcome back here. Let's create a material to the class. Okay, let's start with the windshield just selected. And I will hit you new to add a new material right here. And let's bring the images because I just need to understand something here. I think the glass, I think we have some variation and the color here from top, that should be black and the rest of the glass should be transparent, as you can see right here. Let's been, we have an effect like this. We need to trying to create it. The same the same thing that we see right here. Okay? All right, let's put the reference image right here and maybe I can make it a little bit smaller. Something like this. And as I did, I just created the material right here. And maybe this material will be that transparent. I will give it a color so you can understand what I'm about to do. I will give this steroid Keller, and I will duplicate this hip, the interior kobe right here. And I will give this a blue color. So now we have red and blue. We need to mix between those. So I will hit Control Shift and right-click from this to this. And now we have mixed shader. Alright, with the windshield selected, I will hit the slash from then I'm bad. Just to isolate it and maybe we can move the move of them. I was just a little bit here. Okay. Let's go to the material, material preview just to see the results. Now, I have the factor, I can control it, giving priority to blue or too. Alright, let's put this 0.5 and then it took, can throw all this. The factor with the notes here. I will use a node is called the gradients. Hit Shift a and go to zero and search for key of gradient texture. Let's put this right here. Here we have multiple choices, linear and other choices here. I will use linear. If I hit Control Shift, click on this, I can see the effect that will give you a black and white results. As you can see your eye here. But the ritual that I'm getting right now is not what I want. I need to put the black and this area and make it goes down like that. So we need to rotate the effects. And this way I will select the North and hit Control T Node Wrangler will add mapping and texture coordinates. Okay, I need to can throw all I need to control. That is what I'm getting right now. Generated, working fine. Have no problem to use generated as texture coordinates. But I need to rotate it now. Let's rotate it along the z-axis, 90 degree. I will add here 90 degree, hit Enter, and I need to slide it and move it back like this. So I will use the x-axis to do that. The zero or is it alright, about 70 centimeter. Just hold, shift and move it to make the movement very slow. Now as you, as you see, we got the same effect here. Alright, how can we use it with the mix shader, list of blog, the mix shader here and less of like the result of the gradient here and the factor. Alright, and let's give this just a little bit of time. As you can see here, we can see the effect for this material. We can see it right here. And this material, the blue, we can see it right here. And we have the transition from black to white controlling these two Materials. But that's not gonna work. If I couldn't control it farther. This way, I will add color ramp, just go to CEREC and type or AMP ramp. And you will find Keller arm. And let's put this right here. Now I can, can throw that even more if I want to give a priority to the black or to the transparent, like this, or like this? Alright, but the effect is a little bit harsh. I don't want the effect to jump like this. I need to have more transition between them. In this way, a will switch the interpolation from a linear to be sublime be supplying is more smooth. Now it can move this and I can get nice effect here. Very cool. So what does that mean? If I make this darker glass and this one transparent, I get the effect that they want. Alright, with these nodes, linear, controlling vendor linear results with my pink and texture coordinates. Rotating them up, pushing them up to the x-axis just a little bit. Alright? And controlling their results, the black and white and use it as a factor of assets. Is your like. There's another scenario if you want to use. For now I have full control and everything looks fine. But in case you can use the object as a texture coordinates. If I plug this right here, almost I will get the same result. But I can control the object farther. And the control will be easier for me. If I hit Shift a and add empty and plane axes. Let's put this right here. And let's go to the object and I can pick the empty as I can throw our. Now if I move this along the y-axis, I can get nice effects just by using this empty. And now I can rotate the MTA that I can't rotate the effect and can, I can do whatever think I need to do. Even for scaling, I can scale it and make a sharp gets big like this, for example, Hickey and move it. I have more transition here just by controlling their empty. So we will have an option like this if you like to use. For me, I'm not going to do that. Generate it works fine. And controlling this by using killer arms. Okay, for me, Let's put this right here and delete empty. And that's called, Alright, what's next? Okay, now let's bring the, by the way, this is, should, this should be the dark a glass and this one should be the, the transparent. Okay? So let's start with a transparent. Just take the saturation, go to the HSV and take the color back to zero saturation and make it white like this and give it the transition to one. Alright, and what else? We don't need any roughness here. And that's it. So now we get this result, but we can see how this is transparent because we are in the preview material preview. Let's go to render. Alright, so now it should be transparent. Let's ask something underneath us. Now as you can see, we can see the cube. Alright? What about the other material that right? Just take the saturation back in megabits dark. Take it out, reference we don't need and the roughness, It's become dark. And you can take the transmission to one. That's okay. But it is dark as you can see here. Alright, the same scenario, give it the same, the same values as we did here. But just change the color end after that. When you complete, you can hit Shift a and go to Layout and the frame. You can put this and this frame. And you can select the frame and it's N to open this panel. And you can give this a name, dark glass for example, and organize it. And for this one as well, shift a frame. This inside the frame. The frame. And you can kink that aim to whites, maybe lights, and then hit Enter. It gets to recognize those. If you would like to add railroads here, shift and hold, right-click and other rewards. And maybe we can put this like this. Maybe this one. Just to make it easier to understand where this goes and everything looks fine and nice. Maybe those who feel like you can put them inside a frame that's will be nice. You have to A-Frame, but the sub-frame right here, drop those all and put them inside the frame. The frame and move with just a little bit right here. And let's call this. Maybe we can call the gradients and the label here Hit enter and that's it. Alright, so that's cool. That's nice. You can, by the way, can throw all the Ryan speaking here if you like, for the dark. Alright, if you like, you have the ability fuel, if you want to make it transparent or not. But it should be transparent by the way. It should be transparent. Alright, that's cool. Now let's go to solid enlisted slash to excite. And let's see why should we these materials for this, for the roof glass, I should give it a dark material. That same scenario, that's when we the same scenario here. Select this, but we didn't give the same material. By the way, I will name this as glass empty just to organize it. Mr. leg, the roof. And let's close this panel, go to this arrow and let's search for glass material and let's add the glass material. But we don't need all of these stuff. We don't need the gradient, we don't need that dark and the white. We just need the dark and assets because this one should be dark. Alright, in this case, what I need to do, I need to make this unique Kenneth to duplicate it so I can delete without effecting the material that I applied here. So let's hit Duplicate, duplicate it, and let's change this to glass or less tab here, dark plus MTM acids. And we can delete those carbon Control X, Control X, club this Control X, Control X. Can throw legs, glob. This can throw likes to keep the connection, by the way, when you hit Control X, you can delete the node and keep the connection like this. That's cool. Alright, that's cool. Now if I hit Z and go to render, to render the whole trike, I can see something here. Alright, let's see what we got so far. Okay, So I got this result and it's looks dark. Alright, so let's try to get inside the car and let's see, can we see anything from inside here? Or maybe we can test this by adding some glowing think here, for example, let's add what we can add here. Maybe we can add smaller cube here. Very small. And I just gonna give it a quick material this week, this Shift S to emission. And let's give it a little bit of light and let's put it inside the vehicle and let's see what you will see you here. We can see some effect here, the cube. Alright? But I think we can make this a little bit brighter. I can maybe something like this. Now we can see a little bit of the, the cube and still dark. Alright, so that's been alright, so we can control this by a value. I mean, I can add the value right here AND search for value. And the blood, the value here with the color. The color will be black and white. Let's add 0.5, maybe 0.5. That too much. Nice, become too much transparent. I will add points three maybe. Now it's become a little bit darker. Somebody laborers. Or at least try point to. And let's see, grab the cube, just selects multiple time on the same position until you grab the cube like this. And let's take this out. I don't know if maybe something like this will walk. Points. Point to the same scenario. I will like Rob the value, hit Control C to copy it and go to this windshield. And here I will hit Control V to paste the value here. And I will plug it's here to get the same value. Let's select this windshield and this one as well. It's like to isolate them. Okay. We have too much reflection here, less tried to pick another angle Alright, so this is the effect that we got. It is nice. Alright? And in the same time, you can see through it, but just a little bit. And actually that's what we wanted to achieve because they added this dim color just to reduce the the effect of the sun rays when hit the car. That's why they made it a little bit. Them. Okay, so what's, what's about to the other classes? The side, for example, those here. I will select them and select this one as well. Maybe hold shifts and the crop this than windshield and then hit Control L and link material tooling the same material for the header. Okay? And let's start with this. I don't need all of these effects. Actually. We don't need to do all of that. We don't have any transition between the color and color. So I will duplicate it and just duplicate it to so we can control it. Let's recognize it. Lists, tie for example, whatever thing you need to type, site, site or maybe doors, doors, the glass empty material. Okay, something like this. And delete all of these stuff. Delete what we need to delete the dark this time and keep the wife. We don't need this, can throw X and we don't need all of these control X. We just need the white material and that's enough. And we need to put the white material ticket from here to this one right here. So select this small triangle, hold Shift, grab this, can throw L link material. Now, this triangle now receiving the same material that we gave it here. And now we got this. Now if I listed it this, I just forget it. Now if I hit Shift a to add maybe less or the camera. And let's pick nice angle, for example, like this, can throw Alt zero to frame the camera to the, to the view. Now we can make a quick render and see what's, what's we are getting here. But for me I'm not going to render this right now. Okay. We just forget to add the same material to the back glass. We have here. Just going to show you inside. We have a glass material. Maybe I can go inside the car like this and pickets and then hold Shift, pick this and give it the same material, Control L and link material, and that's it. We gave it a material. Okay, one more thing here. You will remember when we added a frame around the the windows, but we didn't gave these frames Material. Let's see, grab those and let's start with those. I just need to make sure the normal is correct. So in this case, let's move the head or just a little bit, and let's, let's activate face orientation. Alright, we need to flip them. Tab, hit a select, everything, hit Alt, and to open the normal menu and flip them inside like that. Taobao is that sets turn off face orientation. And now we can give them a material hitting you to create a new material, material for them. And let's give this some name. Maybe we can call this. Alright. Maybe the glass frame, empty frame material for the glass and it should vary, should be very easy. To create something like this. I just need to take it off and it's back to zero. We don't need Arabness and we can make it through reflective. Maybe we can give it a little bit of my talionis to make it reflective. And we can cancel the color and make it full black. And now we got this. Now he covers, we can control them. Italians, same ticket to fool one or back. You have the ability to control that. For me, this is enough I think. And now we can use it. Alright, so let's hits likes to anxiety and let's see why should we with this. So we gave it to this triangle. We need to go inside the car and crop this frame here, the sub-frame, and give it the same material. So with this sub-frame selected, I will go to this error and search for glass frame and select it. So now this frame got this immaterial. What else here inside, underneath the windshield? If I hit H to hide this, I got this. And I need to give it the same material and I have a big problem right here. I think we didn't solve it from the top. I think we need to go and grab these vertices and move them just a little bit. Something like this. I'm I, right? And maybe we need to take those down just a little bit. Key to the Z and move those down maybe where? Maybe right here. Alright, send the top again key and move those out and align them with the edge like this. Alright, somebody like this. Okay, that's cool. Now it's correct. Cool. Now, what we need to do, we need to creates darker frame. For all of that. I will hit slash to isolate this frame and tablet mode and grab some faces. Should be quick way to do that. Got up those and those here and those here as well. Hit Shift D, take a Coby right-click to leave it in the same place. And then P as two separate this phase, the crab, this face tattoo, it would hit a select all the faces and move those just a little bit artists and just push them a little bit away from the original frame. Just a little bit, not too much. And that's it now it's become above it. All right. I think we got problem with I don't know what do we yeah, I think we need to take the Bible underneath. And now it's beveled end. Okay, and this one as well, take the bevel and 13th the mirror. Alright, cool. Now we can give it the same material like glass frame material for this and the other sets. Even this one. Maybe we can give it the same material, or maybe I can create, give it another material later. Okay. Now let's hit Select to excite. Bring a bag the windshield, Alt H to bring back the windshield. His you can go to material, sorry to render. Now we got this frame. Nice and ready. Similar to the image that we have here. Almost. Cool. Yeah, I like it. I like it. Alright, so that's it for this video and see you next. 56. 056 Materials section Adding materials to the tires: Hello everyone and we'll come back here. Creates materials to the tires. I can create one material and then copy it for the other. Let's select one and hits like to go to the local mode and let's hit to New, to create a new material for this tire. Alright, let's see how can we start doing that. First, let's go to the render is Z and go to the render. And I will hit Control V to cut small area to render it like this. Okay, first thing, let's change the color to something dark. You can use value if you like. For example, if you hit Shift a and go to input, the value of zero is as you can, because we want to use black and white color. We can use a value and maybe what's points? One maybe as too much, 0.01. Now we got dark color or we can pick a dark color from the color selector. Okay, that's cool. After that, Let's see what else we can control this. Check the specular if we take this down, now it's become very dark. Specular. Alright, I will leave this at 0.5. That's good number here. We need to control the roughness. We want to add some variation here. The reference, as you can see is constant and we need to add a variation. This use mask rave, hit Shift a. You can go to the texture and pick mass grave here. But for me I like to use the Search M, A, S, G, mass grave and hit Enter End-users, hit Control Shift, click on the on the texture to see the results right here. The scale is very big. Maybe I can add 25, 25 for maybe 30. And I noticed that the the noise of the mass grave is citrate just a little bit towards the center. I need to change the coordinates. So I will hit Control T Node Wrangler will create those two nodes. For me. I will shrink this from generated to object and thus can give me a different result here. Okay? We need to give it a little bit of details. Three maybe, and they mentioned we need to manipulate this bag to maybe point to 0.1, something like this. Maybe we can give it a little bit details even more. Somebody like that. Cool. All right. I've heard that I need to be like a colorRamp. Hit Shift a and go to Sarah and just sort no kilogram or cubic curve. Search for care of cURL and hit Enter. Let's put this right here. And let's plug this with this. And plug this to the roughness. And I will hit Control Shift click on the RGB curves so I can see the result. Alright, here we have black and white color and the color is so can contrasts. I don't want that. I need to make the variation very subtle. Here we have the black value and here we have the white value. Alright, this is the points in the black. If I take this point up to the white value, any dark value here will goes towards the white. And if I grabbed this white value down, any white value will be darker. So let's take this up just a little bit. It, as you can see, we have some variation here. The state has done, gets a little bit something like this. Now I make the effect settle. Now I have the control if I want to make this darker in general or brighter. Alright, I think this tweaking here works in the opposite. The RGB curve here. Listed block. The principle here is the F. And let's see what we got so far. As you can see, now we've got some variation here and the roughness and that's can make results more realistic and beautiful. And I can control this even more. If I take this off, for example, I can make it a little bit like widths. And I think that's not makes sense. Let's take this down and maybe take this up just a little bit. We still have some variation and it's very subtle and that's actually they want. Or maybe we can tell us that just a little bit. That's too much. Okay, something like this. It's okay. Alright, let's go back to the scale and let's see the results. I think I can make a skill smaller, like 15 maybe. I think that's better. And let's check the Principia as Jeff. Yeah, that's better. I think making the blockchain is size big thing that's can give the, make the results more beautiful. And whether I got here is nice. Okay, after that, less. Give this results. Let's add some bumpiness to the tire. Let's go to the noise texture. Hit Shift a to search and search for noise. No noise, no, this one actually Shift a again and OI noise texture. It can throw Shift-click to see the result. Hit Control T, and choose objects as coordinate for the texture and change the scale for maybe 104. Now, there's, you can see we have some noise here. Alright. I need to use the noise in the normal, so I will hit Shift a to search for the pump dUMP circuit and plug the normal to the normal and the blog of the factor to the heights information here. Okay, that's cool enough. I unblock the principle that I can see that that have some height information, but they are crazy and too much and we need to control them. First, I don't want the skill to be 100. I need the skill to be very, very subtle. I can kick that in the Materials Review as well if I want. Alright, cool. Let's add, for example, 600. That's still too much less. Add maybe 1,000. And that sits right here. Let's add 0.1. Alright, I think that's still too much less. Maybe add 1050 for eyesore and 500. Right? Okay. Suddenly like this, I think it's working nice. Zoom in. I don't know, maybe I can add 2000 and make it even smaller. Alright, cool, That's very cool. I will accept this result. Let's go to the sacral render unless you are too, because so far with this, the result here looks fine and okay. Let's shell. Can we take this material further? Okay, the next step that we need to do now, we need to add some imperfection for the edges of the tire. How can we achieve this? First thing we need to target these edges. Okay? And this case we can use the search for geometry. And we want to use the pointing us to achieve this. If I hit Control, help to collect couple of time until I reach. The point is here. As you can see here, this option here can give me a cavity. And if I make this cavity strong, I can target what I want to target by using color ramp, hit Shift a to C archaea and the search for kilogram. Just type problem like this right here. And let's take the flag value for it. As you can see, I can introduce these these edges by using the kilogram. That's cool, less. Make the color on a little bit taller so I can control it better. Let's move this just a little bit. Something like this. Maybe that's almost what I want for now. And I got a mask here. I can use it. Okay, what's next? Okay, let's see what else we can do here. We need to add some variation here. I can use thickest your Musgrave texture. Let's check for mass grave. And let's put this right here. After that, let's hit Control Shift click on the mass graves so we can see the result. Sql is very big. Let's add 30 and less, add mapping and texture coordinates. And the, I think we add it right here so we can use it to black this right here. As rewrote shift end cuts with right-click and move this with key. And let's put this right here already. That's cool. What else? Let's give this a little bit details to three maybe. And let's take the dimension back just a little bit. Or maybe we need more details. Let's add 45. Something like this. Maybe even more and less mix between the rump and mass grave texture. Hit Control Shift and right-click hold, right-click from this to this node triangular will mix them and give you mix shader here, mixed up makes push the factor 21. Let's change the operation here to multiply. Multiply, I just multiplied the two-color and I just targeted the white mask that I gods front appointments here. Okay, so now we have some variation here happened. I can introduce that even more smoothly though is just a lot of bits right here maybe. And let's add color around maybe right here. In this area, I just need to see what can happen. Shift a and let's search for rum and add it here. Let's see what a, what I can get with this. Alright, because you can see I can control the even more. And I can make a subtle or sit throwing. Alright, I actually don't want this, so I will hit Control X and dissolve it. Lets you go to the scale of the magic brief. And let's add, for example, 50. Made us kill small. If you will make this Kayla small, you can get more details in the white area. Let's are 60 maybe. As you can see, we have more details here. Okay, so this spine, this basque is cool for me. I can accept it and I want to use it. Okay, after all of that, I need to black what I did here. This result that displacement soccer that I have here. Okay? To do this, I need to, need to add displacements. Note here, hit Shift a to steric and let's say for displacement. And let's put this note right here and block this with the displacements. Accept that any tube, like the mixed results to the height information of the displacements. Okay, let's take this north and let's put right here. And let's add three wrote here to make the connection better. Hold Shift and right-click and cuts. A railroad right here. Hit G to move with. And let's move this right here. That's cool. Now let's apply that principle because the F to the, to the outputs. And now we need to make some kink here. The mid, midlevel, this option right here, it's shifting the displacements in and out and we don't need any shifting here. We need this to be zero. So zero out this fierce. And we need the scale to be small. Kill control, controls the strength here. Adding 0.1, I think is okay, or even less, maybe 0.03. I just need to make the effect of very subtle. And now if I zoom in here, I can see imperfection targeting the edges that I want exactly. And this is very cool effect actually to what's here. I like it. Okay, so now let's go to the solid and hit Control Alt V to get rid of this secret here, It's light to excite, and let's select the other tires, select this and this one here. And this tells us will hold, Shift and select this as the last one in active one, hit Control L and link material. Now all of these tires, they got the same material from this end. We just need to give the material name. Let's call this tire empty tire Material. Yeah. This is it. This is how to create the tire material. Okay. See you next. 57. 057 Materials section Creating plastic material to the bumper and other parts: Hello everyone, I will come back here. Let's see, create the plastic material for the frontend back bumper and for the fender flyers. Let's select the front bumper. Maybe we can start with it and let's hit New to create a new material, I will hit the slash to go to the local mode isolated, and the less you can be created. Alright, so first thing that you go to render, I will hit Control V so I can cut small error here and focus on it. And first and first thing that I need to do, make this dark, Something like that. And if I bring the reference image, it's dark. And alright, so let's see what else we can do here or less. I don't know, To be honest AMA, so quite sure of this plastic or metal. Okay. I'm also quite sure. So I will create a plastic material and if the result is not makes sense, I will make it like a metal. But I think it's plastic. Anyway. I need to add some bumpiness to the normal. I will hit Shift E to go to Sarah can search for normal. A certain orthonormal. I'm sorry, noise to sure. And hit control shift click. So we can see the noise. Hit Control T, node triangular will add coordinate and mapping. I need to use object coordinate, plug it and make noise, for example 54. Now I just need to see the effects. That's very cool. Alright, let's move those just a little bit right here and hit Shift a to search for normal map. This one right here, like the normal to the normal. Now, let's, let's conduct their color with the color here and the block of a. The principle B as the F, the skill is very big. I will add maybe 1,050.500 to make it very, very small like this, and maybe even more, maybe 2000. And take the string 2.1. I just need to check the skill or something like this. I think that's will be nice. Now let's add, Let's add some variation to the roughness here. Shift a and let's search for massive grave. Thickest you hit control shift click so we can see the effect. And as you can see, there is a little bit of citric happened here. In this case, I can use the factor here, other erode here, key and the smoothest right here. And less. A care of RGB, Shift a and go to Sierra and just tap, See you are care of a less other care of I here. The skill, it is very big. Maybe we can add 15, something like this. And let's, let's give this just a little bit of details and take the dimension back. Somebody like that will be okay. And now we have the ability to control the result of the mass grave by using these sliders. Let's take this up and down and make the effects at all. Suddenly like this. And let's see what three guts so far and the principled. All right, I need this result to be more more reflective. Yes, a little bit. I will grab those two and take those down. See the results. Okay. I, I'm sorry, I didn't connect this to the roughness. Alright, list here, kit, from here. The result looks okay. Let's kick this area. Very cool variation in the reference we have here. Okay, This result is cool. I will accept it. Does you go to solid hits like to excite all the local mode. And let's apply this material for the other object, Starting with this one in, we can give it to this area here, Oswald, we can apply it. And this piece here in the fender flyer, right? We give it to the Rocker panel and let's select this and this one here. What else? Hold Shift, grab the bumper, hit Control L, link material. And now I will hit Control Alt P to get rid of this sequence. And let's hit Z and go to render. I just need to see what I got so far. The fender from inside. We didn't give it the image, so that's immaterial. So select it, hold Shift, grab the bumper. It can throw L and link material. These details in the middle, the same scenario, let's say grab them one-by-one, select this and this one as well. In this geometry behind the pattern, the pattern as well. Grab it and hold Shift, grab the bumper, Control, L. Link the material. Alright, Very cool. Make sure that you apply the material to the necessary objects. The fender flyer, the fender from inside, this area as well. This area. And the back bumper and this don't forget it's Control L and link material as well. And yeah, I think just those in case we want to apply it in any other place, we will do that. Okay. I will think there's video and I saw I think we just forget to give it a name. Yeah, let's give it a name like dark plus tick. Empty for Material. And yeah. Alright, that's it. And see you next. 58. 058 Materials section Creating the HeadLight MT: Hello again, and we'll come back here. Let's see, create a materials to the lights. And let's start with the HeadLight. Okay. Let's start with this. I think I can give this a normal material like glass material. That's mean I can pick one of these Materials and see which one we can pick an outcome. Let's select this one and hits home to frame the material here. Alright, we have the dark and we have the white. Remember that we sublet it the white to maybe window material. We named it the same material at material that's been added here. Door materials. Okay. Door glass. Okay. So let's add the door glass to the front and that's it actually, for this one, we just need to give it the same material that we created to their door. That's cool. One more thing. I think we didn't give it a level. Just need to make sure that everything is okay. And subdivision surface, let's activate it and delete weighted normal. We don't need us. That's enough. Alright, hit slash and now I will hit H to hide this front light. And let's focus on the next thing. We have this frame. For the frame, we can give it the same material that we gave it to the window frame. And I just need to remember the name of the material is colored glass frame empty. That's mean, I can select this and go here to this arrow grabbed eyeglass frame material. And that's it. It's applied. And this frame here inside, I don't know what's material we can create for this. What I think I can give it the same material or I can, alright, I will create new material and I want it to be reflective. Alright, if I select this one and I just need to check the activity of this material, right? It's it's reflective accurately. I can use it. Okay. That's mean. I can select this inner frame, hold, Shift, grab this, because I gave this immaterial and I can hit Control L and link the same material for this geometry. For this one, the front lights, we want to create a new material for this one tweaking here I can do actually just taking these faces and inside gets a little bit. I think that's will be better. I will hit slash to isolate. And the wireframe mode is Z. Grab these vertices like that. And maybe those here as well. And easy to exert the wireframe and move those insights G. Alright, let's, I just need to make sure that's what I'm doing is something correct. If I move those inside, I will get some problem with the with the lights. Would the front light the front glass? In this case? I just need to fill this gap that I got here. Alright. I'm not going to move this. Instead of that, maybe I can manipulate this a frame here and extrude it forward. Maybe. I think this could solve their problem. I mean, I can tabulate it won't end. Go to the edges and select maybe this edge as I got here and hit E to extrude those to the why and move those just a little bit right here. And from this side, I will let slash to isolate it. From this side, I can go up this vertex and he'd get wise and marriage it here. Alright, to get this result. Somebody like this. It's enough for me. And maybe we can check the I just need to kick the wireframe. Do we need to add extra edges here are not. Actually, that's not necessary. Okay, turn off wireframe. It's nice to excite and that's it. The idea is just covering this garb They got here and I think we can grab those as well and move those to the way through the X. Just a little bit like this. And that's it. From this side as well. This select these edges. And maybe those as well, and hit E to the Y. And let's extrude those just a little bit. Okay, let's hit Select to isolate those. I just need to make sure that I threw the dose the right way. That's cool and the hood. Okay. I think we did it activated the subdivision. We can do that. Now. Maybe we can add two level here to make it even more smooth. Let's check the results. Alright, that's cool. There is no gap anymore. Cool. Now is the time to create a material to the HeadLight itself. It's like to isolate this and let's see from where we can start less hitting it to create any new material for this. And let's bring the images so I can't, so we can see what we need to do. Alright, the light here is imitating the headlights, emitting the light from the whole line, as you can see here. One of these images I saw here, like this one right here, I noted that it hasn't an option to keep small area emitting light and the other off. We need to do something like this. By using the material, the cell. Can we achieve that? Alright, first thing that we need to do is we need to add a gradient texture here. It's Shift a to add in the search for key gradient texture. It can throw a control shift click so we can see the result and go to material and review. And as you can see, I have black and white results. Let's make the results a little bit sharper by using color ramp. So it kept etas here, here. And let's search for rum, less border color on right here. Let's take the white value like this to make the transition here strong. Okay, that's cool. We need to control this. We need to, I need to find a way to move this plaque value back to the zero to this level and bring it back. I need to add some controllers here. In this case, I will hit Control T and Node Wrangler one creates a mapping and texture coordinate for me. Alright, I will use the object coordinate here on this, the situation. And now I can move this if I want. Alright, so let's see you. How can we do that? Now if I, many believed that the x-axis like this, I can move it. I can control this with a value. If I hit Shift eight and search, let's search for value. And let's put the value right here. By using the value, I can do that like this. That's a great. Now I have the controller that I want, but I want the same scenario on the other side. Alright, I need this side goes like that and decide goes like this. Alright, let's see how can we achieve something like this? In this case, we need to COBie the same nodes, those here. And maybe the same mapping gospel. And the blog enough vector to that vector here. And we need to flip the information here. The Philip, I mean, we need to I want this black side goes here on this side. Okay. I think I can use, yeah, let's put this as well here and block the objects. And let's see how can we flip it. I can't use the same value here. Alright, they can block this here as well to the location to control the location. And I will add, rewrote here. Kinda data section like this. Cool. Now we need to flip. That results. On this side, we need to get a black color, the same thing that we have here. In this case, we can go to the color from here. It can front, you have to collect so it can see the result. Okay, let's move this right here, just to flip this and this one with this here. And make the effects to throwing it and sharp like that. And that's, it's alright, that's cool. I did this, but I need to control both of them in this way I can use the math nodes. Let's search for math. And let's put the math nodes right here and switch the operation to absolute. Absolute works like me. You know, I should have both of them, but if I want to see both of them, I need to use mix to mix the tour results, hold, Shift and Control. And sorry, I think we just forget to activate the green cars. Alright, let's move this right here. Alright, hold shift and control and move and right-click, Control, Shift and hold right-click from this node to this node, node triangular of all it creates, mix or give me for you. I need to add this to this book that factor to one and use add to add them together. And now if I go to the value, I will have the ability to do that. As I said, absolute light works like him. You're because using absolute, I got this result. Alright, that's cool. So I will use this as a mask. All of these. Let's see how can we use those as a mask. I will add emission, shader, hit Shift a and search for shader emission. And I will mix between the emission shader and the principal PACF. Hold Control Shift, hold, right-click and move the most from here to here. And there we go. And then we have this. Now we can use this result as a factor here. Like that. Cool. Now I will plug the mix shader to the output controls. You have to click here. And if I want to see the result, I can timber or lead sweetness to Eevee and activate bloom and his Z and go to render. Just need to see the results. Give this a little bit of strength. Two, maybe three. And now I can see some light here. Everything now is cool. I can change the color of the American tool, any color I like. For me, I will leave it white for now. And now I have the control here to do that. Alright? The material that's, you see right here, this glowing effect comes from the emission. And the material that you see right here comes the from the principal PACF. Now I can make, give this whatever material that I like for me. I will take it off nice and make it a little bit of reflective. And as you can see, we can see some reflection here and maybe we can make it a little bit dark, something like this. And that's it for me. For this. Okay, afford the image and let's take this a little bit further. I will use wave tickets G2. Make some effect here. Hit Shift a and less steric for wave. Wave texture, Roberts. Hit control shift click. So we can see the result. As you can see, we have this, this effect. Let's make the skills smaller like that. Now we got this. Okay, cool. Now we have black and whites values here and we need to control that even more. Rice. After that, after adding the wave to control, I can add a color ramp to control the black and white value here, if I want to give priority to the black on the white value, I can use color onto achieve that. And let's do that. Let's go to search and search for R&amp color ramp and plug it right here. And if I move this, as you can see, I can make the white value less. For me. I can use be subline if I want to make the effect very if I want. If I want to make the transition between the black and white. Not sharp and more smooth. Usb supplying something like this is okay. Nice result I got here. And after that you can plug this to the color here. Sorry to that. Yeah, to the color of the emission. Because we need to control the emission. Let's give this the time. As you can see, this is the effect. And this is before. If I hit M and tie this before I add this after. All right, That's cool. Let's go back here and let's see the final results. Very cool. We got very nice transition here when the lights wanted to be on. Alright, that transition that we got here is very nice. So I will keep it and I can control it by the way, and the same type, but by manipulating the color on that I got here. But what I got here is very nice and beautiful. Very cool. Let's go back just a little bit. Very cool. Alright, now let's go back to cycle. And the CO2 we got recycled. I can increase the emission effects. Let's add, for example ten. Now it's become more sip trunk. And let's hit slash to excite of all of that. The see, the result here. Hit Alt H to bring back that glass. I don't know. Maybe we can make the front glass just a little bit dark. And let's make this unique. I will duplicate it and change the name tool, HeadLight. Lights. Yeah. Just HeadLight to recognize it. And maybe we can make the base color a little bit dark. If you want to make the effect less, if you like. You have this option. Let's go back here and let's see the effects. Let's select the lights. Just click multiple time on the same place until you pick the light. Sort of this Car paint. Again, want to click yeah, This one right here. Let's change the name tool, head, head the lights. Imagine maybe we can call it, hit Enter or just to recognize it. And let's take the value just a little bit. Bag. Somebody like this. Very cool, I like this. Let's see what we got here in this area. Alright, Very cool. Okay, this is for this video and see you next. 59. 059 Materials section Creating the front reflector lights: Hello everyone and welcome back. This creates a material to the light that I have here. Let's select this geometry first and let's take it to the local modes and tap to edit mode. I just need to see what's going on here in this area. First thing, maybe I can select these faces Starting from this one. And select all of these faces. And those here. And those here. Yeah, that's cool. And hit Shift D to take a Coby and right-click to leave it in the templates P to open separate menu and S22 selection to separate the selection tab. I'll select this face and then tablet mode hit a, select everything, and then hit alt E. And towards extrude along normal and just extrude it back just a little bit like this. I need to use this as a cover because I need to make this. I need to make this like glass material. Okay? Okay, let's select this face again. And this one and the rest. Let's make this small. Then hit Control Plus to grow silicon and then Control I to target. The face is on the other side. And I need to push these faces, just move them a little bit away from this. Move them like that. So it's Alt S. And move this hold Shift and we'll just a little bit like this. Let's go now we have nice space here, that's cool. Maybe we can take them back. And yeah, that's okay. That's cool. Alright, so for this one I can give it any material, anything, the ark, That's what rock just creates a new material, hit home to frame the material and give it any dark material roughness to one. We don't need any kind of reflection and that's it. If you want to give it a name, go ahead and give it a name. This one, we need to give it a material. Firstly, this, take this to the local mode again. Okay, so I will hit slash and slash again. And let's see what else we can do here. I will add the door glass material to this. Okay? And I need to create a new material just for this phase right here. Okay, Let's go to the material properties and adding new section here. And let's hit the New to create a new material for this. And let's call this what we can call it. Let's see. Maybe we can call it the reflector, front reflector. Alright. And I need to switch the principal P as the F2. Another material has Shift S and choose shader and emission changes to emission. And let's add maybe 15 here. King the color to something grid like this. And now we have to material, the last material to this and the emission material just to this face. But when you complete the material just hit assigned to assign it to this phase. Now if I go to Material Review, as you can see now, I have this results in. Let's go to the render and let's see what we got so far. We got this. Alright. Let's go to them material, to the door glass material and they will make it unique material, just duplicate this so I can control it. And maybe I can change the name to front. Front, reflector. Front. Yeah, I've let's call this proof. Reflector gloves T four Materials. This fix the spelling here besides E here and enter. Okay. I need to make this dark moths whites. Something like this maybe will work. And I need to tweak the emission Material. Let's go back to the emission handless, choose wave fixture there. A way of tickets church uses here. And it can hold, shift and lift so we can see the effects. We should see something here. Let's go to the other side. Here we have lines, kinda skill to something small. I mean, increase the number. Something like that. Maybe even more or less cool. And I need to upload this to the displacements fairest. Hit Shift a to CRH and less other displacements, DIS displacements, and choose a displacement node endless. Put this right here. I can't plug this directly to the displacement does not gonna work. Okay? Plug this here and blog that color to the height and height section. Alright, here we should see some height. Take them mid level to zero. We don't need any shifting and the height information to any data section. And we need to see the effects. Let's go to the render. And let's activate. Sorry, what's we need to do is I need to see the emission affects. The supply gets. Now I should see some effects. Let's take the emissions that strength to make five. If I changed the image into a principal because the F Maybe I can see the effect. Let's add for example, for is it's this one. Let's put this up here. And this bloggers. And now I should see some heights information comes from the displacement. Can control its from here. Can add any number I want. But because of the image can just give me a lights. I can see that. Okay. Alright, anyway, let's plug this here and less used the wave and the amacrine as well. I will hit Shift a to search for rum kiloohm. And this would the killer on bright here. And let's plug that color to the factor here and the color here to the color. And King the color of these two. If I want this color to be right, I can go to the white and make the white rate like this. Okay? And I can control the space here and tools, for example, B-spline, I want to make, if I want to have more gradients, color here from the other side. Let's see what we will get here. From the other side, we will go something like this. Alright, if we like that, That's cool. We can see what are finished. If we don't. We can keep the scale to maybe 150 and make it a little bit pig like that. And maybe we can change the emission string to maybe 50 and make a strong. Now when I hit slice through exactly see the effects. Alright, now I have something here. I will look, can throw be to target, small area to render it. There is a lot we got very nice and beautiful, but I think we can make it big because it's a little bit small. It's like to excite, sorry, let's hit Control Alt V to get rid of this rectangle. And let's select the light again. And let's hits like to isolate it. Selected slash and talk to the ethmoid endless mix, some tweaking here from the top maybe, or at least got to front Ferraris. I just need to see, do I have any tilde cellulose? These vertices are right here and let's hit G twice to slide them just like that. And now I can grab the whole group here. And maybe we can go to France. And he'd key to move those maybe right here. And from the top, we just need to edit this line like that. Alright, something like this. If you can't get correct results, you can, you can select this vertex, for example, with this vertex maybe and hit F to create a guide line between them, hit F and use this line to fix The problem that we got here. Now you can select those and move those to the why to this guideline, and that's it. After that, you can go to egg crop. This hits X E to delay the edges. That's it done. And what we did here, we should see it on the other side as well. Alright, now let's go to the material and review. Very cool. Now we got this long years. Now it's become longer. Alright, that makes sense. Let's hit the slash and let's see what we got so far. That's better. You can do the same scenario that we did here to the front light, if you like. Let's go to Solid first, let's select this one. Whereas the thin listed select two isolators. And maybe we can go to Materials, Review. And let's go back to the material. We can control it. Less add gradients, color, texture, and hit control shift click so we can see it. And I need to control this with mapping and take a short coordinates. I will hit Control T to do that. Now we have it. Alright, so let's add color ram here, Shift a and let's search for rum. Plug it right here so I can make the effect carob or just take the white to black. And that's it. But I can't see anything here. I need to move one of these axis so I can see something here. Let's move the x-axis and let's see where is it. As you can see, I got it. And now I can make this a little bit sharper. But I don't want this effect to go like this. I need to go from up, down or vice versa. Okay? In this case any to rotate the effect. And maybe I can use the Z rotation. Let's rotate this to positive 90, like this. And then maybe I need to zero out the x-axis. I don't think that anymore. Maybe I can now work with the z-axis, I think. Or maybe why? Alright, I think XCR X, we could stick with the x-axis. Now I got this fixed. Alright, let's check the effect on the other side here. In the other same scenario. Cool. Alright, That's very cool. Okay, this is a mask. I got a mask here. And I need to use this Basque and mixes with this Imogen. I need to use the principle be SDF. Okay, and hold Control Shift. Click from this to this to create a mix. Shader endured this one as a factor, and go to a material preview. Hit Control Shift and click on this so we can see the result. So Adding this here should give us the ability to make this on and off. When I move this up and down, as you can see here, I can make it on and off. Alright, let's go to sacral render. And let's see the effect. Now. As you can see, I can turn this on and off just by moving the x-axis and that's it. Let's try to either value here, Shift a and value. Let's see what's gonna happen if I use the value here to the location. Yeah, you can use the value here and this tweaking. Pretty cool. But you need to be careful too. If you want to control that. Alright, let's keep this on. And yeah, that's it. I think. Now we got very nice results. It's like to exit of the local mode. In now we have some migra here. Very cool. What I saw, this is it for this video and see you in the next one? 60. 060 Materials section Creating the back light material: Hello everyone and welcome back here. Let's see, create a light for the, for this light and back reflector light as well. Let's start with this one. Okay, Let's see how can we do this? Firstly, select this and hit H to hide it. I just need to see what we have done inside here. Alright, that's cool. I will hit Alt H to bring this back and select this. And it's like to isolate it to work with this one alone, touch it is mood. And maybe I can grab this face and make a small inserted. I like this. Okay, somebody like that, maybe. That's cool. I can give this a specific material. Alright, we can use the same reflector light that we created. This one as well. That's will walk without any problem selected. And I think we got some problem here. Alright. I will add slash to excite and let's pick their material. Just need to make sure of something. Here we have to material that's called okay. I need to add another second here to use the front reflector lights or what? Rights? Front reflector glass material, we need to add this. Okay. Where is it? Yeah, this one right here. And let's take this down. Let's put this above it. It's like to isolate it. So the front reflector, reflector or a glass material is applied and general on the light. And this one, I need to apply it on the selected face tab. Select the face that you want and select the material that you want to apply it assigned to assign it here. Now here's Z and go to Materials Review. I just need to save the result. Alright, I got something right here, but the result is not exactly what I want. Let's tab and hit Control. I apply the scale in case we have some problem with the scale, actually, we don't have any problem with the skill. Let's see what else we can do to edit this further and make it better. The front reflector, maybe I can make it unique materials so I can tweak it and make it better. In this case. If I change anything here or the king, but I will make, well effects will affect the lights that I created here. And by the way, I think we got very small problem here. We just forget to fix. We just need to take this down just a little bit. Because somebody like this. And here we don't have any problem. Yeah, That's so in this case, I will make the material unique and work with this model alone. Tab and select the material that you want and duplicated. And Liz, I will leave it like this. Or I can say front bumper or reflector and delete this number. We don't need them. That's cool. Can go to material IRB review so we can see the result here. And now we can make some tweaking and tweaking. You can, you'll want to do it here. It will affect this slide alone. Scale is too much. I will take this killed back to something very small, maybe less, add five. Alright, this is the effect with five. Did we assign it? Alright, table hit Control I to invert the silicon and the club this one and assign it for the rest. That's very important thing. Alright, cool. Now, it's like to anxiety in that school. One more thing, I need to control the, the value here. So this is on and off. Cool. That's cool. Maybe I can manipulate the the front reflector or glass material and make it a little bit upright. But if I make this upright, That's will effect the other geometry that I applied this material on In this case, I will make this one unique as well. And I will delete lists are the front bumper just to recognize it. And delete the other details that I have here. Enter. And now it's become unique. And now I can make this a little bit brighter. Something like this. Alright, let's cool. Let's go through this material. Let's manipulate the value and see what we can get here. Alright, slash like that and he Z to render, I just need to see the result in general layer. What's gonna happen? Alright, cool, I like it. Let's go to the side. And let's see what we can do here. I just need to see what's inside here. The silicon, this one and hit H to hide it. Alright, here we have some stuff here we need to deal with. And here we have frame. For this iframe, Let's add a frame. I remember we created frame Material lists type frame fraud, sorry. A glass frame frame. Just give this the same material for this slide right here. I can give it a front bumper reflector light here. And maybe I can apply it on this one as well. Select this face, hit P as two, separate it and give it the same material, grab it, hold Shift, grab this control L link material. And we can merge them by the way, hit Control J to America. I think that's will be better. Oh, that's cool. What else? For this one? What material we can apply here? Actually, I will give it the same frame material that we created. Okay, to that frame of the lights. Select this whole thing of the glove, this control L link material, and this focus on this one alone. Alright, let's go to Materials Review. I will select it alone and go to material, preview it to Z and go down like this. And let's see the effects working here. Or nodes can throw live lice killing kids who have problem with the skill. And yeah, cool, it's working. And actually I like this effect. Alright. I liked the line to be on this side and this one is smooth. It's very nice. Kayla sits like to excite and let's select this. Select this. Whereas it, sorry, this hits Z and go to solid ferrous. It's Alt H to bring this face bag selected and let's give it a darker glass material. And now we can go to render so we can see what we will get so far here. Alright, this is the result that we got. I think we have some problem right here. There are something here blocking the light here. I don't know what is it acutely? I will move this manually. Yeah, this is the problem. I just need to see why that's happening. I think we have some overlapping with the phases here. In this case, I can select these faces. And maybe I can leave this one and hit Alt S and just move them away. Halt S and butt. Just push them like this insight. Alright, holders, and move them like that. And hit slash. And let's go to render. These phases still Select, By the way, India, I fix them, tab out. And this, now we got very nice lighting here. It's very smooth and beautiful, actually. Cool. What about this side right here? The same scenario. I can grab this, the front glass and hold Shift, grab this to give it the same material Control L link material. And I can hide the timbre or less. So I can work with this. Let's add a frame Material. Search for F. Alright, so glass frame Material, yeah. And for this we can give it front bumper roof lecture. And let's hit Z and go to render so we can see the results are Materials Review. I think that's will be better. Alright, cool. Now we got this, but for this one, I will make the material unique just for this and duplicate it. And let's see what name we can give it. Let's delete the front. This cold, let's call it Tag, bike, bag, light, reflect, reflector indices. Alright. And now we can change the scale. I don't know how much we need to add here, maybe 40 and hit Enter. Alright, 40 is looks nice. Hit Alt H to bring the, the glass. And now we got something cool here. We got very awesome result here. I noticed here in this error we didn't give this door I material. So I will select it and the whole to have to crop this Control L and link material. As very cool. Alright, I think we made the light ready. You will forget anything. Alright, That's very cool. Okay, So I will end this video and let's see next what we can create. Okay, So that's it and see you next. 61. 061 Materials section Creating materials to the suspension parts: Hello again, listed create a material to the suspension. Suspension parts. Okay. Okay. Let's start with Shock absorber and let's give it the material. The shock absorber should be like silver. See that we have an MH can show us. Okay, this, select this one and Control Shift R so we can make it a little bit bag. And this here, which MH we can use. All right. I don't know if I have do we have an image shows the shock absorber? I don't know. It seems like we don't have alright. We need to give it a silver material. Maybe I can see just a little bits from the shock absorber. Alright, something like this maybe. And let's see how can we do that? Let's take those out. We don't need these images and select the Shock absorber and hitting you to create a new material. And now we have the new material. Take it the metallic to one so we can make this metal and take a roughness to maybe, I don't know, points 0.1, maybe somebody like that. Maybe I can make this a little bit darker. Somebody like that. And yeah, that's, that's alright. What about the rest parts? Let's call this shock absorber. It's enter just to recognize it. And you can add here empty for Material. And listen like this. Hey, let's give it a Material and let's call this suspension. Suspension empty for material. And let's make this dark, something like that. It's like to isolate it. And let's add noise to give this bumpiness. Noise texture. And less normal map. Sorry, bumper. To plug this to the normal and plug this to the normal as well, the color to the normal. It can throw Shift-click first, let's go to them material and review, and then hit control shift. Click on this so we can see the result of the noise. I will hit Control T to add a short coordinate and use objects coordinate. And that's very cool. And let's see what else we can do here. Let's make the skill, maybe 20, something like this and go to the material, plug it. And let's see the result here. We don't need that much of roughness and we need to make small tried to click here the smooth. Alright, so we got some weird the problem right here. I don't know why he has happened. Alright, I think we need to clear. Sorry, we don't have any extra normal here. Okay. Right-click. Create the smooth. Let's go to solid. Do we have any problem with face orientation? No, we don't. Go to Material Review. Hold Let's go to render. The sea was going to happen in Blender. I will make this even darker. Something like that. Let's take just a little bit down. Sorry, I just made a mistake here. It's wrong to to to conduct the color to the normal should be here in the height. Because of that, I got this weird shading here. Alright, this is, that's why the effect is very strong. So I will add point to maybe make the effects less. Still, but still too much 0.1 Okay. Maybe something like that. And we have the ability to control the Materials, Review to control the noise even better. So I will hit Control Shift, right-click on the noise itself. And let's give this just a little bit of details. Alright. Let's see before, after. Let's add, for example, I don't know, maybe three hits Enter. And now we got extra details here. And maybe we can use this torque in just a little bit distort the results. Something like this maybe. And let's use that. Let's add 0.05. Maybe. Let's go to the render and let's see what we got so far. Can throw here to click on the principled. And less can throw the roughness with massive grave. Hit control shift click. So we can see the result. Use this as a factor. And let's use the skill to make this a little bit big like that. And let's add the detail and take that dimension. Bad, guess a little bit. And maybe we can put into details for just a little bit as well. Make it a skill a little bit smaller. And Shift a to add curve. How to cubic care of to control the value here, the black and white. And I guess nice subtle effect like this, maybe in the bladder to the roughness can talk. You have to click on the principled. And now we have some variation here. And that roughness. If you want to make the effects it wrong, you can try that and make strong. Maybe can, I can take those down just a little bit? Or just become too much reflective. Alright, if I leave it like that, it's okay and very beautiful. As you go to solid now, it's like to excite and I need to cope with the same it here for the rest. Select the, select this and what else? Select this piece here and this one here as well. And hold, Shift, grab this hit Control L and link material to link the same material. And for this piece right here, I can give it the same it here that we gave it to the Shock absorber. Maybe, I don't know. Maybe we can check the images again. Alright, so this is not good image. Let's check this one here. Or maybe we can create a new material for this. Like aluminum, something like that. Okay, let's give it this immaterial selected hold Shift, grab this Control L and link material. And I just want to isolate those two and go to to render. And maybe here we can make some editing by using that roughness. And make those a little bit rough. I don't want to make those have a sharp reflection. Something like this. That's nice and beautiful. Yeah, that's cool. And we can do the same thing for the wheel. By the way, we can give it the same material as we gave it to the Shock absorber, can throw a link material. And for the bolts here, this one maybe, and this one right here, hold Shift to crop. This can throw a link material. For this piece right here, we need to create a rubber material for this selected. Did we gave those immaterial name or the suspension and this is shock absorber, that's cool. This one Creating new material. And let's call this, I think they called Driveshaft empty for material. And let's make this dark like that. And what else? Maybe we can Coby the same noise here. Those who can throw C to copy them and paste them right here. And the blog, the normal to the normal. And select this one hits like to isolate it, go to the render so we can see the result here. Alright, so this is the result that we got here. Okay? Okay, okay, maybe we can make the skill 50. Make it a very small. Okay, that's cool. Even the roughness, I think that our friends, It's cool. If you like, you can take the roughness from either replace or maybe we can take this bag just a little bit, make it a little bit reflective. And the others called for this. It's like to excite. And all what we need to do now we need to take the same material that will be applied here on the other. Man really. Let's start with this piece and this piece here. And this shaft all to have to go up. This can throw L to link material from this to this. Okay? Select this one and port here, and the wheel and this, and maybe this one as well. Hold Shift, grab the shock absorber or Control L link material. What else? We didn't create the material to the disk 62. 062 Materials section Completing suspension and Disk brake materials: Let's, you can we create a disk Material selected? Let's hit Select to isolate it. And let's go to material and review. And let's create a new material for this. And let's call this Disk brake. Alright, called Coca-Cola's. See, from where we can start. I will use noise to get sure Farrell's this hit Shift a to Serif or noise. Noise to your sure, I end this hit control shift click. So we can see the results. Change the scale to something small to maybe 50 or maybe 60. And make the skilled like that. Maybe we can give it a little bit of details. Alright? If you'd like or you can ignore that. And we need to use a gradient texture. Hit Shift H is here for a gradient key era. And here we have it. Okay? Alright, let's put this right here. That's cool. What I need to do, I need to use the a spherical effect. The linear, if I hit Control here to click, will give me a linear effect. And if I choose forgot, I wouldn't got spherical effect. And we need to use spherical effect. We need to use tickets, truck coordinates. Let's search for coordinate C or, or. And you will have it lists a blog, the object with a vector right here. Alright. After that, let's add the mix, arguably a TFA, and let's search for mix. And let's put this right here. Let's move those. I just need Chrome here. Maybe I can put this right here. And let's plug the factor to the color to here. And we need to use the albeit coordinates in the color one like that. And push the factor 21. Let's see the rest of their control Shift-click. After that. We need to like this with a noise texture vector. And let's see what we got so far. Alright, so now I got this circular effect. As you can see here. I can control the scale of the noise, can affect the result here. And I can kinda factor of I like, thus can give you another result. You can add one or maybe points 8.9, something like this. By the way, you can ignore them X if you like, you can blog of the factor directly here to the Victorian. You can still have the results. But I got I put them right here so we can control the effect of the effect, the scratches that radial Christ here. Okay, Let's put this back here. Me controlled by this. The same thing for this line. If I cut this line like this, I will lose the ability to two Kings. That affects, maybe I can change these circles as you can see. But if I plug this back here, I can get another effect. If I put this color tool, can get effect like this. Alright, so here, here we have, you have multiple choices. If you would like to connect it directly or you can use the Smith are too, keeps something with extra can't lot controller here. Okay, this is the idea. Alright, let's see what else we can do. Where are we should take those? We need to use those in the maybe we can use them in the roughness and even in the color. Let's hit Shift a and the search for rum, I mean Keller on. And let's put this right here. And let's plug this to the base color here, hit Control Shift on the principles so we can see the final result. And let's move those just a little bit right here. In now I have the ability to pick the color that I like. For the whites. Maybe I can make it a little bit them. That's cool. And for the metallic, let's push this to one to make this metal. And for the roughness I can control that offers from here as well. Hit Shift a to search for care of. And let's put the care right here, like the character, that roughness and the black, the color to the color here. And now we can control that softness from here. I will hit Control Shift click on the roughness, and let's see what we can Do here. Let's take the black value up just a little bit, not too much. And white value down. Maybe this one as well. Alright, I will hit Control Shift, click on the principles in a week or something like that. We can tweak this even more if we like. Alright. Okay, so we got this. I think the color here become very much darker, so I will make it a little bit brighter. Somebody like that. And for the plug value, I think I need to make them a little bit white. Something like this. And let's see what can happen if I used all of that normal hit Shift a to search for bump less obligor the normal to that normal right here. And let's take what we, let's take the factor here. And the blog is to the height information here. Let's give this yes, other bit of time and let's see what we will got here. Well, that's crazy. And too much. Let's add 0.1 enter. Alright, that's still too much. Okay, 0.02. Alright, It's very subtle effects as very cool. What about this era area in the middle, we need to give a darker material. Alright, so let's go to the Materials section and let's hit Plus to create another socket. Here are a slot to endless. Duplicate this material here is called steam is Disk brake. Just go to this URL right here. This arrow will work as well. Disk brake and select it so that we gave this the same material. We need to make this unique, duplicated. And let's call this inside. Just to recognize it. Touch the ethmoid endless. Select this face here in the middle and select this inside material I had assigned to assign it and tab out. And let's make this a little bit darker. I can do something here, by the way, I can add. Care about Quibi right here in this area as well. Shift eight to search for curve. Let's put this right here. And let's take this down to make this darker. Alright, we should see something right here, okay? Alright, cool. What else we can do here? Maybe the effect of the noise that's too much 0.003. And either effect to be very subtle. And we don't need this Socratic is actually here. In this case we can, alright, we can use this to fix that. This take those, make this color close. The white end and the black color. Alright, that's cool for this, I think. And maybe it's not so quiet reflective at should be off. That's mean we can take those up and make it a little bit rough, not too much. And for the bumper, I don't think that this works here. I think we need to give it another kind of pump here. I think we don't need all of these can throw X and dissolve them acutely. And even this, we don't need it, we can ignore it. Alright, let's hit Shift a to search for noise. This noise, texture and less both the Clara and the height information. And hit Control T to add texture coordinate and mapping. Plug the object here to the vector. I need to use object as coordinates for the noise here. Okay, maybe Control Shift and click on the noise texture so we can see the result here. Sql is very big. I need to make it smaller. Maybe I can ask 60 here. I still to much less ADH. Maybe 500. Let's make it a very small like this. And let's give it a little bit of details maybe. And distortion just a little bit. And we now only see what's gonna happen here. We can see the effect because the string is very small. So I will, I will add 0.1 and I can take the color, I make it a very dark. And the roughness, I think that's too much for the roughness. Alright, let's become to make dark. Something like this. I think that's all working. And the same thing we can take the strength even, make it even less 0.0 to maybe something like this. I think it's will work. And yeah, I think that's it's for the Disk brake. Now we can Coby those materials for the rest. Let's go to solid. It's like to excite. And okay, let's select this one right here, and let's give it this. Whereas it brake material. Hit Select to isolate it, tap and select this face right here. And let's add another material here. And let's search for Disk brake inside and assignment for this tab out to Z and go to render. And let's see what we got here. Alright, in cycle render, the result is very cool. And by the way, I think, I think we can grow the selection even more like this. I think in assignments I think that's will be better in more, make more sense. Alright, Very cool. Okay, in this case, we can select this, sorry, it can throw up last couple time and assign the inside material. In the same scenario that should have been for the rest for this Disk brake. And let's give this the Disk brake Material tab. Grab this face can throw up last couple of time and the list add another slot here and search for Disk brake inside and Assignments, tab outs, that's its excite. Go to this one, the final one, selected, hit slash isolated, give this Disk brake tab, select this face, can throw up last couple of time. Add another second here. Search for a break inside and assign it for this liquid phases. Tab out or let's go to the render. I just need to see the result. Very cool, Very awesome. This excites and what else? Let's select these details and let's give them the same materials. This and this one. Okay, hold Shift, grab this can throw L link Material. Let's select those here and this one hold. Yeah, maybe those here as well on the side. Alright. Hold Shift, grab this control L, link material and sit like this. And the bolts here on the other side, crop the bolts. This and this one as well. And let's give it the same material that we add to the shock absorber. Altogether club this control L link material. And we just need to select those here. Hold shift to grab this can throw L link material. And let's see what we got so far. We just forget to add the material here for those. And let's do that right now. Let's go to solid. And let's select these two pieces right here. Hold Shift, grab this to COBie the material for them, Control L and link material. Silly, this piece of rubber hold, hold Shift. Select this kobe the material, material from this to this control L link material. And the bolts. Yeah, shock absorber. Very cool. Very cool. I think we add the material for the all necessary objects. And before I end this video, just need to make sure that I gave this material that I want and yellow school rights that we forget anything else here? Alright, I think that's it's we other than material and to finish the suspension Materials. And yeah, we got very cool result here. The final thing that we need to do here, we just need to give the wheel cap, this immaterial of the bumper. Go to solid, select all the wheel cups and those here as well. And those hold Shift, grab the bumper, for example, can throw L link material. He does a great. Alright, so this is it for this video 63. 063 Materials section Finalize the exterior materials: Hello again. We didn't create a material for these panels. This one and this one as well. Let's select anyone. Start with this one, hitting you to create a new material and maybe we can call it maybe windows panel. And hits Enter. And I will hit Select to isolate this and go to the render. Let's make this dark. And what else? We don't need any roughness. Or maybe we can give it a little bit of reference like this. I can add another layer above this. Let's add glows, he or glossy be SDF, hold, Control, Shift and hold, right-click and move the most from this to this like that. And the Aldon Node Wrangler will mix them in the factor. Let's add the front Neil effects in the blood get here. And the softness of the gloss you will need to be zero. Now we got this results in, we can add this material for the forest. The syllabus hold, Shift, grab this and this one as well. It can throw, sorry. Make this one that active hit Control L and link the same material. What about this piece right here? This one, I think we didn't give it to material. This I will give it the same material that we add it to the body. Hold Shift, grab the body can throw L link material. And what about this one? I think we can create a new material for this. We can call it the rubber hitting you. And let's call this rubber. And let's make a dark firstly sits like to isolate it. Is you can go to render. Make it as dark. Somebody like that. If you want to give the subsurface scattering, that's okay, or you can, can ignore it. Let's add Musgrave texture. I think we can Coby NMS grave from anywhere, maybe from the tire. Okay. Let's select those. Hit Control C to copy them. And let's go back here to this hit Control V to paste those right here. What's, we need? The mass grave nor the noise. Alright, let's do it again and got the tire. Select those can throw see Coby. Go back here, control V and yeah, okay, that's cool. Plug this to that softness and the tickets your coordinates and use objects as coordinate. It's like to isolate this. As you can go to render, can throw Shift-click so we can see the results. It is a very small, maybe the scale I can add five, make it big. I don't know, maybe we can add more details here. I get that. And let's see the result here. Alright, now we can see some very, that's very cool. Some bumpiness. Maybe we need, Let's go to solid with slash to excite from the local mode. Go to the tire and less take all of these, can throw C to copy them. And let's go back here. Control V to paste those here. Like the normal to the normal. And it's like to isolate it. Go to around the Rosie and go to render. And here we have some bumpiness. Alright, now we have some bumper this right here. Okay, maybe we can make the effect a little bit less. 0.004. Make it very subtle. Okay, very cool. Cool. And for this frame and this one, we didn't create the material for them. I just need to understand the material here. Just need to take a look like this. You can recreate it. Alright? I just need to find close image right here. I think this is a reflection All right, I like a metal here. We have an enormous are quite sure actually. But let's try to find a nice image here so we can understand what we need to create their rights. Are it seems like that we don't have a good me here. Yeah, we don't. Alright, let's put these images right here and less. I don't know. I'm thinking of taking the same material from the bumper and copy it here, or create a new one. Alright, let's see, create two material. One for this and one for this. For this one, I can cope with the same material that we add to the bumper and fender or flyers, hold, Shift, grab any piece. It can throw ALL and link material for these small pieces as well. All TFT grab this with the material control, a link material. So now we gave these same material that we added to the to the bumper. Dark plastic material. For this one, maybe I can create a new material for this. Or Coby, the same material that we added right here That's will walk as well. So select this one, hold Shift to crop this. The windos panel, maybe I can give them the same material. Hit Control L and hits choose link material. The syllabus hits like to isolate it. And now we gave it windows panel. There's this material right here is you can go to render. I just need to see the reflection. Alright? The reflection is very strong in this way. I can go to the glossy, be as the F and take, take this down to make the reflection less. Something like this. We'll walk. And the same time we can, can throw a lot of this if we like. We can do that. Let's you go to solid and less and less. Take any roughness we created. For example, you remember when we created our office for the tire or mass grave and the ark up care of. We can grab them, can throw see, copy them, and go here and hit Control V. But I just forget something here. When I changed the glossary as the F, the same change happened to those panels because I didn't copy the material. I guess forget that. So what I will do it as I will copy it. And King this to maybe let's call it back. Cover. Maybe we can add empty for material. And for this panel, I will take this color up almost right here. And that's it. We solve it. Let's go back here and let's hit Control V to best the massive grave and our cubic curve. And less of like this. You can block this here and here. But if you want to make the effects it's wrong. You need to like it. Maybe right here. What's formulas? See the result of I. Plug it right here. Let's see what I can get. Let's go to the render and let's hit Control Shift C, sorry, Control Shift click. So we can see that result. Alright. Let's hit the Control T to add texture coordinate and use objects. Something like that. Or the school can hold Shift. Click on this. In. Now we can see some variation here in the roughness, but that's not working. I think we need to change the scale maybe to something small like, I don't know, like seven, hit Enter and manipulate the result here as well. I have the ability to add another curve, shift to a and less scary for curve to control this further, or F20 like for example, here we have a high reflective area like this right here. Lets me this error is black too much, we have too much. It's dark. Let's see. I can take the darks sports to the white and I can make the effect less here. And the white sport, I can make them a little bit dark. Let's talk with the dark. Let's make them a little bit Brighter like this. And parietal is made them a little bit dark. To get out of flicking in general. Maybe you can take this down just a little bit. And maybe this one we can take it even more like that. Alright, so now we can see some reflection. And the same time we have a variation. If I hit Control Shift, click on this. We have fairly subtle variation here. Less blog them. Mixed shader can draw Shift-click. And we got this. If you want to use the same magic grave or the roughness texture, if you want to use it here, you can do that, but you will ruin the soft reflecting that we got right here. If I plug this here, as you can see, it's become Ralph and I don't like that actually. I'm not gonna do that. If you want to control this even more, if you like. You can add another care of here and make the effective very, very severely for like Does going to work. Let's give this try. Maybe I can hit Shift D and kobe that care of. And let's put this right here. Let's add a railroad maybe. Alright. And the dark spot, I need them. I will take this back to zero so I can see some sharp reflection. And the whites, I don't need the too much white. Let's take this right here. Now we retrieved a little bit of the reflection and we still have some variation here. So now it's working and this result is cool. And that can accept it. Very cool. It's like to excite. Very nice. If you don't like the material that we applied here, we can use the same material that we created to the door and apply THE right here. Okay, This is nice option we got here. Let's hide the door, the cover, and let's see what else here we have inside. We didn't gave those immaterial. Let's select this and maybe this right here, hold Shift. And let's give them the same material as we added right here. The dark plastic can throw al and link material and the body from inside, select all of these pieces and give them the same material that we gave it to the body from the outside. Grab any piece with the material and hit Control L and link material. What else? These pieces, this one and this one, hold Shift, grab this. You can throw L link material and we have this plastic and maybe what else? Yeah, that's a glob this and this one on the other side. And let's give the dark plastic material. You can go here as well in search for dark plastic empty for material. Do we have anything else here to do? Okay. Okay. The small right here. It should be a lights. And let's hit slash two isolated. Let's see what we can do with this. Alright, let's tap it edit mode and let's select this face. Maybe. I think we can hit key twice and the slide is just a little bit like that. And then hit Shift D to take a COBie. Or I think we can use insets and instead of that hit I to insert. Let's insert this right here and use this face to give it a specific material. Well Ferris, Let's tab out and let's add the class material, whereas it's what we create here, a glass material. We create the material for the wind, for the windows, the side windows. Alright, glass material. Glass frame. Yeah, let's pick this one and let's see what we have here. Alright, we have the dark and we have the white. I'm not to remember the name accurately, so I will select this window Ahad, Doris plus Material. Cool. I need to give it the same material. This slide here. The search for doors. Yeah, that's fine. I hear a school. And we need to create another slot here. And we need to pick the material that we either to the front lights. The emission, HeadLight, emission material maybe because it is white material. Alright. Headlight emission, cool. Syllabus. Light hits like to isolate it and less steric for HeadLight emission and pickets. I need this emission material to be applied just on this face. Socially, the face to face mode, select the face. And it's assigned to assign this to this face and not assigned. Alright, that's cool. This tab out and let's hit Z and go to material IRB review or to the Render. If you like to make this unique, you can do that. Or if you like to leave it like this, just leave it like this is very nice. I think we can make the door or glass material unique and maybe we can make some king here. Or I can leave it just like that. And that's it. You to go to solid and that's it. Let's excites. And I think we gave all the necessary parts of material except this here, hold Shift, grab the body Control L and link material. And this piece right here. And what else? Did we forget anything here? Alright, we didn't give this a material. Grab it, hold Shift. Let's select this control AL that you with plastic material. I think Material. Let's give it a body material. Can throw L and link material. This piece right here. We give it a material. Alright. I think that's, it's, we gave everything material just for the interior. We need to give a Creating material for the interior, simple materials. Okay. I will hit Alt H to bring their lights front light details. And the back. You're still working. Still working as cool. Or I saw it for this video and see you next. 64. 064 Materials section Creating materials to the interior and fix some problems: Hello everyone and welcome back here. Let's move to the interior items that we, we added, the interior etcetera collection. So let's turn of the rest like that. And let's keep the interior. Alright. Let's talk with the cushions. Let's select this one. And let's hit in you to create a new material like this. Let's call this bacterial archonship. Let's move the header. Hit Enter. And I'm not going to focus on the interior to match the material itself. I can make it simple, not complicated. So I just need to make it dark as a little bit like this. And I think we can hit Select to isolate it and make it a little bit reflective. Take a to 0.3, maybe that's will be okay. Somebody like this will work for me. Alright. Let's hit Select to excite and let's select the other pieces. And those here in the bag as well, crop them. Hold, Shift, grab this can throw L to COBie, the material to the rest. For this one. Let's hit in your material and let's call this bag cushion and hit Enter. And let's make this a little bit white. Something like this. And maybe we can take that average just a little bit. 2.3, 0.35, sorry, 0.35. Maybe his Yan go to render. I just need to see the results. Alright, maybe a little bit whiter. Suddenly like this. And let's copy those to hold skeptical of this control L, link there material, the same material, we can add it to the dashboard. Select the dashboard, hold Shift, grab this control L link material, and this area right here, we need to make us a dark. Okay? We can pick the same material that we added to the cushions. Frame as well. Selected and select the ground. And what else we can select these details has will hold you up the club this Control L and make material. Alright. For the steering lyse create a new material. And let's start with this hitting you. And let's call this theory. And I haven't image right here. It's not a black gray color. Okay? So this graph, something like this. Let's change the color to something gray. Something like that maybe. And let's take about optimise to maybe point to when to five. And yeah, this is for this one and for the handles. All right. Let's create a new material to the handles is called this steering. Steering handles. And the same thing that we did here. Let's give this a dark gray color or dark gray, something like this. Maybe we'll walk can take it to the middle. And the roughness I need to make this rough. Let's add 0.8. Hit Enter. Or maybe we can add points nine, enter, something like this. And yeah, that's it. I'm not gonna focus on that too much. Alright, select this one, hold, Shift, grab this to take the material from this piece to this piece. Hit Control L and link them Material. Let's put this right here. Maybe. I'll write for this one. Let's see what's material we can give it. We can create a new material for this. And we can call this ring metal And let's change the color just a little bit. Something like that and take that off this 2.1. And that's we don't need to make anything, any change, anything else? That's it. Alright, something like this. The CMC and I would take this material to the side, select this hole here, the club, this Control L and link them material. And this one maybe we can give it the same material as we add here. Select this whole theory of the club, this Control L and link them Material and go to render. And let's see what we got so far. Okay, I guess forget to other screen here. And let's create a quick list, not going to take too much time. Try to understand the size of the screen. Maybe we can pick four polygons for the screen, something like this. Maybe that's too much, maybe four, That's enough. I will hit Shift D to take a globe of these polygons and leave them in assemblies and it P as two, separate them out. Select this tab, crop these vertices, Keith wise Alt and move those just a little bit like that. And the from here and Keith wise Alt and move those just a little bit here. Alright, hits a and then E to extrude this, give this a little bit of thickness and less. Grabbed that. Now let's select the corners. Okay, go to the edge and then hit Control Alt, click to or less grabbed the man will actually select this one. And let's go here, up this and this one right here, and this one here. And manually I will develops can throw, be in double them. Let's add some edges, are the corner and make it smooth like that. That's cool. Alright, after that, I can grab the outer edges like that and give them a bubble weights. Let's move that image right here. And let's go with him and Bevel weight to one. And the same scenario for this side. Alright, I think this, we need to make some variation here. Let's check the image again. Because I don't know from here it's a little bit sharper and from here I think it's sharp as well. Let's focus on the back side. Give it the bold weight to one. Alright. We forget these edges here. Alright? And we can now select these faces and maybe we can hit I to insert, insert those just a little bit like that. And maybe we can throw those in. It's E. Yes, a little bit, not too much. Alright. Let's grab these edges. Alright, let's turn off bevel timidly. I just need to see what I got here so far. For those two edges here. Let's give them bevel weight, not 1.5, because I need to make the bevel here a smaller and this one as well, 0.5. Okay, now let's activate bevel. And let's check if we have any overlapping here. All right, everything looks nice and smooth. Cool. Right-click hit smooth and activate Autosomal with him. He is activated. Very cool. In case you have problem like that, you can check the auto smooth parts of the auto smooth, grayed out. You can go to the geometry data in the clear any auto smooth if exists. And in this way you can fix the shading and make it better. Alright, for this middle secretin, we can grab this and hit P as two separate us, and select this one and give it a new material. Delete the old material from the dashboard Let's hitting you to create a new material. And let's call this secretin. And we wanted to make a dark just like that and take the metallic to one and take the roughness to zero to make it like a mural by go to render. Told me like that. And from here I can, can throw all it's something like this. And for the frame, I can take the same material that I added here. Alright, so select the frame hold here, the club, this control L Material. Yeah, that's it. For this piece right here. And we should have another one on the other side. I guess. Alright. Do we have any mirror here? We don't have any mirror, so I will use any mirror or we gave it to these pieces that we have any mirror here, here we have here. Select this hold, Shift, grab this object with them, and then go to the oral and kobe to select it to COVID the same mirror. This piece here. Now we got mirror. Let's take what we, what we want here to check the face orientation yesterday to make sure that everything is blue and yeah, that's right. And now let's turn off face orientation. This one, I can give it the same material that I gave it to the dashboard here. The black got to render and let's see what we will have here. Any tomatoes dark, selected and select any geometry with the material and then hit Control L and link material. And that's it. Or they just forget these pieces here. The scrub them one by one. And let's give them the same cushion material can throw an L link material. I just noticed that I have problem right here on this side. And I need to fix it. Let's go to Edit and I will delete half of this. I don't know where's the hall, but I think right here, hit XF to delete this whole and let's check them. Remember the fire I, let's see why that's not working correctly. Okay, Now it's working. But let's make sure that we have the origin.in the center. To do this, I can move the 3D cursor and make sure that the 3D cursor in the center, if you have to S end cursor to the world origin. And then select the this piece of dashboard and hit right-click and go to a set origin, origin to 3D cursor. Now, the origin dot is in the middle. The same scenario for this one selected. And then hit right-click set origin to 3D cursor. And those become exactly the right place. Now, we don't have any problem anymore. We just forget some of stuff. We forget to other light right here. And it is very easy actually to other light here. I can select this and tablet mode and I can take this face, for example. And hits shifts the D to take hobby. Or maybe I can hit I to insert this inside it, I and less inside this inside, but I don't need to insert this area right here. In this case, when you hit, I, just hit B. Tool can throw to activate boundary. Ellison said this like that. And then hit Shift D, take a Coby right-click, leave it in the same place, and then P as two separate this. And we can give this a material. We just need to move it forward just a little bit, tap it a altus and move this just a little bit forward, like that. And then that sets. Alright. Now we can give it the same material that we gave it to the HeadLight. The cirrhosis should be right here. List type hit, headlights and mission. And let's go to the Materials Review. And yeah, that's cool. This material right here will work. I think. Similar to the HeadLight when you move them a value right here. But I think we got some problem here, or we don't know, we don't have any problem. Everything looks nice and beautiful. I will accept this result in case I have any problem. I can make this material unique to this one. And that sets. I will hit Control a and apply the scale Alright, That's cool. Do we have anything else here to do? I'm alright, I think we don't. Alright, some problem we have here with this. Alright, let's see how can we fix it. We don't need any bevel here. Because this is geometry. There's guests. Just like a paper. We don't need, we don't have any thickness here. We can delete bevel. And if we want to use bevel, if we want to use it, we just need to use it on the corners here. So in this case I can edit mode and hit a and clear any, any bubble weight here. And instead of that, maybe I can use angle method here. And let's see what we got with angle. Alright. Hard to normal. It's activated and let's say clear the normal. Yeah, Now it's better. Now. Definitely with her. Let's see the results with without bevel. Let's turn this off. Alright, I will accept it like that without any bubbling. So I will delete bubble and apply the mirror or Control a and apply it. Alright, something like this. Alright, so we can say that we are finished here. Did we gave this a material? Alright, yeah, we gave it a material. Maybe we can make some tweaking right here. I don't like this. Or I can make it a little bit dark. And this one as well, I can make it a little bit darker. Okay. Yeah, something like this. Alright. Alright, so let's hit slash to exert all the local mode. Sorry, I, I'm not in the local mode. I turned off all of these. So let's turn them on again. Obviously collections and the rest here. And by the way, I just turned off the shrink folder in the render and turn this in the viewport as well, and then Render and the viewport. If you turn this, if you're turning this off, that's not gonna be visible in the viewport. But if you turn this off, the camera icon that's been in the render, when you will make the final render, you, you will not see the shrink parts. Okay? And when you combine it and apply them with the fires, you can delete the collection entirely. I just forget to add the material to the wheels here or this one in this one. So let's see, grab them. And then let's select any wheel in the front. This one maybe because we gave it the material, make it the active hit Control L, and link the material for the rest. Alright, Did we gave this a Material? Yeah, we gave it the patron here we have it lists. Give them a Material and I think I will give them this image here that we added right here. This cover. So select them and then hold shift to grab. This can throw L and link material. Let's check this area again. See that we gave everything and Material. Yeah, everything is already in cool. Okay, now we can say that we are finished here. I just need to make our render. I need to render it and see if we have any problem, any shading problem. After that, we can decide if we want to make any tweaking to the material. But for now I will end this video and see you next. 65. 065 Materials section making test render and fixing shading issues: Hello again, Welcome back. Before we make a test render, I just need to make sure of something. When you select anything. Cake the modifiers. We have icons to turn off them with the fire in the viewport, and we have icons to turn the modefier and the final render, this camera right here. For example, when we created this printer, we added the mirror and we added the rest of the modefier. I turned off the subdivision a weighted normal because I didn't want them, but they still exist here and they are still active and render because this icon is active. If I make final render and add my camera and go to render and hits Render Image. These modifiers will be activated me the subdivision and weighted normal. And that's will give you and desire results in the final render has been we don't need them. In this case, we need to kick any geometry, have extra modifiers we don't want. And either we delete them or turn of the, these icons. For me, I will delete this. We don't need any weighted normal or subdivision here. And I remember in the headlights if I, if I hide this class. For this one, we added a mirror and the vaults still exists and subdivision is still exists and weight normal as well. We don't need all of these, so we need to kick that before we make fender for this piece as well. There's delete those here. And this panel, okay, we don't have any problem. So it's just checking. And let's see what we have here. Alright. Just kick the geometry and I think the extra modifiers are just exists for the fender and the slides. I think the rest of the geometries are good. And we don't have extra modifiers. You can realize that when you're making a final render, I will hit Alt H to bring the other details here. And for the shrank, we don't need any crank and we don't need any image. So turn off image and turn the crank off as well. In the turn of the camera icon lets you create a camera for the scene to make a quick render, I will hit Shift a to add and go to the camera and other camera. And now we have the camera here. I will leave the camera right here in this place. And I, I will try to pick nice angle, for example, like this. I'm not going to move the camera and boots right here. I got very fast way to do that. I can hit Control with Alt with zero to frame the camera to the view that I want something like this. And after that, there is very nice way to control the camera. You can hit Shift and tilda key to activate hawk navigation. Okay, Walk navigation, you can find you can find them in the view. And I see where as it should be here, Navigation and here we have walked navigation. Alright, It's very nice way to navigate your scene if you hit Shift and tell that you can now use the W and a and S and D, like you are playing a game. Now you can move like that and kick your product from any place you like. And you can go up by pressing E, go down by using the Q button. And if you rotate the wheel of the mouse for votes, you will make the movement fast. If you rotate the wheel mouse backwards, you will make movements slowly. And that's works to the camera as well. When you look at the scene through the camera. Okay, so if you want to confirm the view, you will need to add left-click like this. For me, I will hit zero to look at the scene from the eye of the camera. Okay, now, if I hit Shift tilda key with the camera selected or active, I can control the camera and move it in any place. I want. Like I am playing a game. I will hit right-click to cancel that movements. And one more thing here I need to do. Actually maybe I just need to move the camera just a little bit to the side like this and take it back. And with their frame of the camera selected, I will go to the camera properties and change the focal length. And this make it big. Maybe 70 less, activate the camera, shifts and tilda and take, I mean, activate walk navigation and take the camera just a little bit pack. Alright, if you make the camera lens a small number here, you will distort the image. So I added 70 millimeter here, so I can make the proportion of the image more battery you can add 50. 50 millimeter is like what humans see. Okay, for me, 70 is very cool and give me a very nice result. I can increase this even more, but not too much. Alright, so this nice. Let's move the camera just a little bit like this and centroids. Okay, now I can make a quick calendar here. Alright, now let's go to the Render Settings here. And this is the viewport render. Let's close it. I don't need any viewport render. And for the final render here, you will find this activated. I don't want to keep this activated. And the samples, I will add 200,200.5300, 400. That's enough for me and I will activate the noise. Okay. Wood that's been done. I'm almost ready. I can make a quick render with this setting. I don't need to change anything else here. Okay, Let's go to the Render section here and hit Render Image. Headwinds are under finish. I will be back. Now the render is finished. In general, everything looks beautiful and nice, but I got some problem with some places. For example, the window right here is looks sucks. I don't like it. And I have some waviness here on the surface. And I think that's happening because of the noise that we added. That's been we need to reduce the effect, or I think we need to delete it entirely or make the scale very big so we can see the small waviness here. And maybe we can control the roughness ticket sure. That we added to the plastic material here. I can see some blockchain is, and they are very visible to the camera. Maybe I can make the fricative very subtle, as you can see here. It's a beautiful actually, but I can make the effect less. So we have three problem. This number one and the waviness number two. And this one optional. It's not a problem actually. Alright, less. Let's excites from here. And let's select the surface. And let's go to the material. Alright, this is the material. Let's select the door, for example, and his Yan go to render. I will hit Control Shift. Click on the noise texture. Alright, this is the way the noise texture. And this way I can make the noise, scale one and make it very, very big. And the strength maybe I can make this even smaller, like 00, not five, maybe one. And make it very, very subtle and we will kick It's after that. Alright, that's fairest. After that. The window right here, we need to make it better. Okay, Let's see what we can do it here. We have mural rehab double check the geometry itself less tablet mode. And let's see what we can do with this. Alright. I think we can either support H loop. Maybe here are some edges right here. Let's apply or less add subdivision surface above the result. Let's see what we will get here. Alright, let's add subdivision surface is something like this. And maybe we can kick one thing here. And it to kick the harder than normal. And the auto smooth is activated. Cool. Very cool. Let's tap it. It's more than maybe we can add some A's right here. And this error maybe for Because I don't want to citrate the subdivision surface to the middle. I need to make this error even by adding extra edges here. And in the same time here, we need to make some mix. Need to, well, these vertices maybe right here. Let's select this one in this way. Hit the J. And this one in this one had K as well. And what else? Alright, here we have acquired this is vertex the Marwan 234 and the same thing here, so I will leave them. Okay? And for the side as well, the grab this color, this vertex hit K to Americans. And this one with this one hit J to Americans. I know I have a triangle right here, but don't worry about it because this face is a flat, a triangle in the flat fees. It's not a problem. Alright, so with these edges added, let's go to the modefier and active subdivision surface, and now it's become a smooth. Alright? Now we can say that we solve this problem for this. Almost. Okay, cool. Let's pick this. And let's go to the material and review. And let's see the variation. As you can see, we have some very visible. Let's see what we can do here. Okay, Let's check first the skill of the mass grave at small. Actually, we need to make it big. Skill 15. I think that's not going to work. Less add aids, maybe make it big and less cake. The final result of the RGB curve. And we need to make killer very close that the gray and white by moving those and make it almost sits right line is something like this. We'll walk a thing. This hits like a list. Kick the rest here. Alright, I think now we fixed it. Now we got this very subtle effect. Okay, now I will make another render, test render. Okay? So in this case hit zero to look at the scene from the eye of the camera. And go to render and go to a view render and change the slots from two. For you. You will find number one, 1-2 or 2-3 to one another in a new slots. After that, Let's go to render and hit render window in. There is finished. I will be back. Amazing, amazing render we got here. Look what we got. Just forget to connect the materials. Okay? Alright, Let's reap like this. Can throw, you have to click and select this one in three plug this can throw, you have to click. Sorry. Alright, let's do that again. Go to render and Render Image. The render is done. And this is that result. Okay, everything looks clean and nice. The waviness is very cool, very subtle, and that's what I want it. And yeah, that's cool. Now I can say that we are finished the material section. And yeah, that's it for this video and see you next. 66. 066 Rigging section organize the scene for rigging: Hello again and we'll come back here. Okay. Now it's the time for rigging. We need to rig this vehicle, okay. Alright, let's see from where we can start. I think we need to organize the scene better. Okay, let's get rid of the shrink folder before we delete, waiting to make sure that we applied all the shrink wrap modifiers. Okay, first, let's open it. As you can see, we have all the guides here. How to apply ShrinkWrap modefier. We need to grab the geometry or the guide and move it. If you see anything, stick with its when you move it. That's mean the ShrinkWrap modefier is still exists. As you can see for this, I don't have anything to stick with the guy. That's mean. The ShrinkWrap is applied. We apply the ShrinkWrap for the windows and I think you'll remember that for this one as well. If I move it. Nothing, nothing. Nothing as cool. Let's been, we can delete all of these. Alright, what about the ShrinkWrap that we add to the shock absorber? Grab this and move it. As you can see, the shock absorber tick to alter the cylinder. That's mean we have it. Okay, let's grab the shock absorber and then hit Control a and apply figural geometry too much. I applied all the modifiers here. Now I can grab the cylinder and hit G to move it out, and that's it. Alright, let's go to the next one here. Is ticked. Okay. Grab the shock absorber, can throw a apply a big role geometry mesh, apply all the modefier, club the cylinder G and move it. That's cool. Alright, now I can grab all of these and delete them all like that. Hit delete and that's it. Cool. After that, we don't need the folder, hit Delete and delete it. After that, we need to organize the scene. I need to put all the vehicle details inside one folder. To do this, I just need to hit a to select everything and then hit M to open new collection. And let's call this truck. Maybe truck. Yeah, let's color it. Just truck. That's it's now everything moves, moves to the truck. Alright, now let's see, grab all of these details and let's delete them. Alright, even the images, we don't need them anymore. We done just hit delete. And that's its copies, images, deletes. Now we have just one folder. All right, I've taught that to the Select. By the way, we don't need any camera for now. I've typed that list, select the tires and let's put at the tires inside a group. The tire and the suspension as well. Alright, let's make a silicon like this. Alright, that's cool. I think I selected the tire or the wheel cap, the Driveshaft. Yeah, that's right. I will hit G to move just to move it, I need to make sure that I selected all the pieces and yeah, that's right. Can't Rosie to bring this back, hold Shift and make another silicon here. Like that. By the way, pick nice angled like this to select the select the tire and the suspension without selecting any geometry from the vehicle G and move this. Alright. So let's hit M to Albany New Collection and let's put those and maybe front tire group. Somebody like this, maybe hit Enter twice. And now we have thrown tire group. Hi them. Alright, let's go to their bag. The same scenario, let's say grab some pieces here, hold control, deselect, anything else? That same scenario for this side. Hold Shift. Are those deselect anything you don't want you to move to make sure that we didn't lift anything. Yeah, that's cool. Theta M and hitting a collection and let's call this back tire. Group. Hit Enter twice. And cool. I've taught that it will hit a to select everything in, go to the right. And I just need to make sure That's all the pieces on the y-axis above the zero level. Even if you left it like this, it's not a problem, okay? You can leave it like this. I will leave it like this. Alright, cool. Let's high the tires for now and let's see what else we can do. The origin dot, as you can see, each part has an origin dose. I need to put all the origin.in the middle. But if I go inside this hit H to hide the windows here. You remember when I created the steering, if I put all the Origin dot to the center. I will have no problem for most of the parts, but the steering because the steering it's on this side, not in the middle and we gave it a Mirror. Mirror modifier works like this. In the origin dot should be in the middle of this piece. For example, if I take all the origin to the middle of the program, the middle right here in the center. Here. I will lose this shape because the symmetry will jump on the other side. So in this case, I will apply all the mural for the steering and everything will be okay. Open the mirror and go here, can throw up light. We have a mural here. We don't see. Here, we don't hear. Yeah, we have applied for this. We don't want this, we don't. Okay, What about this? No problem, because the origin dot is in the middle here. We have no problem with that. Alright? Alright, this one, we need to apply them, the mirror modifier for this and maybe this piece as well. Yeah, that's right. Because if we don't, we will ruin the geometry. Rights D We have anything extra here? What's this? Or it's just a guide plane. Maybe here I will delete, we don't need it. And we have anything else here? Alright, three dots. I spoke to bring the window back in. Now, one more thing here we need to avoid this piece right here. We gave it a curve modifier and we align it in the correct way. If we kink the origin door to the Center, for example, if I hit right-click ****, origin, origin to 3D cursor. Because the 3D cursor here and the central, alright, check was, will happen. Alright, this works for this parts, for the wire that I have here. Let's see what can happen. Right-click origin to 3D cursor. Check what's happened. Problem, we got a problem here. So make sure that to leave the origin thoughts or ignore the origin dot for the, the wire. Grab this hit H to hide it. Select this hit X to avoid it. Okay? Alright. Now select everything here and then hit right-click set origin, origin to 3D cursor to put all the origin in the middle. And now everything cool. We did that. Very cool. The interior. We should have no problem with everything. India has cool, everything's still good. You can throw Z to bring this back. Hit, delete this cube. We don't need it all too much. As cool. Very cool. This one should work correctly, I think. Yeah, still works very nicely. Alright, so this is the first step. We move the origin dot to the center. Okay, Let's hide the truck and let's unhide the tire and the grove and all of these parts. Okay. The second after that, after we doing all of that, we need to marriage some pieces to avoid any disturbing. So let's select this one and let's see what we have. We have subdivision one here applied in this one as well, I think. And here we have the bevel here and here we have subdivision. So let's select all of these pieces. And this one as well. This piece right here. This one may be in this one. And this one as well. All the Elvis details hit Control a obliged vehicle geometry to mesh, to apply all them with the fire. After that list, deselect those, and deselect this. And I will join all of these pieces. Alright, I just forget to apply this. Hit Control J to make them one piece. That's been, if I move this Swan piece, the same scenario. For the other side here. Select all the details here, crop them. This, this, and this one here, and this as well. And hits can throw a apply. We got geometry, Tomasz deselect those. We don't give them this one. We don't need that. Keep the rest. We didn't select the siphon. Yeah. Alright, again, can throw lay up live. We got geometry to America and then Control J. Alright, I think the for the face orientation flipped. And yeah, that's right. It's very easy. Yes. Tab hit a shift and that's it. Alright, This one is not with the group Club those control the K. It's a shift in. Cool. We lost some. We lost the, the shading here. And let's see the wireframe. Fairest. Alright, to bring this back, we can have normal weight, not with normal. And we can activate auto smooth for it. Everything goes okay. I think. Alright, control I epilepsy called geometry to mesh, and now it's better. Alright, that's called this same scenario for the site. Grab all of these details. And those here. This one here can throw light, apply Beagle geometry to mesh. And this mark those here. Alright, ketorolac, Jay. More, write those here as well. Those like that. And select this, this and this and this bolts here. What else? I think that's it can throw like a blood vessel geometry to mesh. Apply, all done with the fire here. Select those here, this file right here, and can throw J to my to make them one piece. Alright, in case I just need to hit Shift and in case I got problem with a heating. Alright, that's cool. Reco. What I saw, this is it for this video, we just need to organize the scene and make it better and make it ready to rig it. And yeah, that's it for this video and see you next. 67. 067 Rigging section making the truck ready to rig it: Hello again, and we'll come back here. Alright, let's hide the body in this makes sure that the origin door of the suspension and the tire and the right place, okay? For example, if I select the tire, whereas the origin dot all the tire is right here. But if I rotate, the tire along the z-axis, should rotate according to this bolt here, or according to this joint right here. That's me. This dot should move just a little bit pack. And that should happen to the disk and wheel cap. The wheel itself. As you can see, the wheel origin dot is right here. It should move just a little bit here. Alright, something that maybe right here. We need to fix this problem, okay? Fair thing to select the tire. And we need to make sure that the origin dot is in the middle. And if I rotate this to the x-axis, I can see if I, if I see any incorrect rotation, that's mean the whole cane toad is not in the center according to the rotation that I'm making right now. Everything looks okay. Alright, lets mean I will accept the origin thought to be right here. Alright, with this tire selected, I will hit Shift S to access the payment new for the 3D cursor and move the cursor to the selected. Now we got the 3D cursor right here. Okay, Now to select all the parts, a tie or the wheel. And all of these parts. I can select the whole suspension if I want. And put this all the origin dots was you can have the 3D cursor right leg set origin to 3D cursor. Alright, that's cool. Now we got everything and the right spot, but we need to move them just a little bit. Alright, in here. Alright, let's see how can we do this ferrous. Let's add an empty here and the position of the 3D cursor Shift a. And let's add an empty here. That's cool. After that, I will select this and hit slash to isolate it because I just need to work with It's just a little bit before I isolated a, you just need to make sure that this one is exactly in the middle. And it's not actually, it's tilted a little bit. Well, that's mean we need to move this piece just a little bit to his dedication because it's not in the center. Let's select this piece and we have this vertex and the middle. This age, the middle between this side and the side, that's me. We can use it if we want. This isn't an option here. Well, let's see how can we figure this listed like this one in hits, like to isolate it. And let's tap with its mode. And let's grab this rink, for example. And let's bring the 3D course, or in this particular Shift S and of course are too selected. And they're both the 3D cursor. I will add another empty as a guide and it will scale it, make it small. Like this. It's like to excite, alright, that's cool. If I select this in your EMT with this empty, this one right here, and hit Select to isolate them. And if I go to the right view, I can see that I have some offsets. That's me in any to move the suspension and push it just a little bit too much or to align it with the, with the, with the empty, with the big one. Less. How can we acute this first, let's grab this empty and maybe we can move it up just a little bit. Maybe right here of timber worldly, something like this. And then we'll select the suspension and select this empty right here. And hits like to isolate all of these pieces. Well, for the height, I need to snap this one with this empty. By the way, this empty, the big one is that guide any tool, a snub everything to this though, to this empty. So by the way, you can ignore all of that. If you don't want to make that joint perfect in the correct position, you can ignore it and that's it. For me. I need to make everything perfect. I just like that. Alright, now I need to activate vertex snap and hit G to a Z and stab at spot stomach is not working. I need to go to the orthographic to make this tab work. I don't know why, but our blender works. Key to the Z. Hold can throw start right here and now it's aligned. Well, now we need to move it just a little bit To this direction. And I need to move this one with its social like this hold Shift the crop, the empty, and his key. Hold can throw and stamps right here. So now we put the suspension and the correct position. Alright, after that, we need to move this empty to this point right here. Why? Because this is the axis, this is the real axis. The tire should rotate it along this axis. Alright? In this case, just hit G hold Control and stops right here and that's it. Now the EMT is exactly the correct position. Let's exerted over the orthographic view, and let's hit slice to excite from here. Now we can, now we can select all the chemistry and move the origin dot of all of these geometry to here or you can ignore them. But for me, let's do that. I just kinda select the tire and the wheel. The, what we selected, this one as well. And this piece, maybe this piece. Alright, first, so let's bring the Lissa, bringing the 3D cursor and the position of the empty. Select the empty. I just forget that. Shift S cursor to select it. And that's great. I can only select all the necessary geometry like this. Alright? And even this one as well, we can select it. Even this one. And probably flick sit origin, origin to 3D cursor. Now we just put the origin thoughts excitedly in the correct position. Now if I rotate the tire and this piece, all of these details, wheel cap as well. If I rotate them, the wheel maybe to the z-axis as well, rotated in the correct place without any problem, as you can see, this, with this piece right here become the axis for the rotation. Alright, that's great. But what about the other side? Well, the other side, I will do is I will put the 3D cursor and the center of the world origin. Alright? And I will select this tire, and similarly, I will delete it. I don't want to spend all of that time to repeat this. And I will select this one. All the details here. Shift D, take a Coby. We got to COBie, right-click to leave the kobe in the same place and go to the transform pivot point in the 3D is to 3D cursor. Because we need to use mirror according to the 3D cursor position. And then go to the object and go to mirror in mural to the global X axis. There we go. You can hit Control M and do that as well. Right? Everything now is cool. Let's go to the other side here. Well, let's see how can we do this? Alright, for this site list, select the tire for example. And let's bring the 3D cursor right here. Alright, novelists create an empty here and the position of the 3D cursor. Or maybe we can select this cell as well in that bring the 3D cross over between Shift S and of course are to select it right here. Shift a and less create an empty air. All right, something like this. I need to use this as a guide and I will select this empty in this empty Shift D to take a Coby like that, go to the orthographic with this selected, hit G and move them. Hold Control, snap it to this empty. And now these entities are in the correct position for this tires. Turn off the orthographic view. And now we can select all these pieces are listed like the empty Shift S course of the selected. And now select all the pieces. Cancel the empty, and then right-click hold. Let's go to the object sit origin, whereas its origin to 3D cursor. Now it's in the correct position. The same CNR for the site. Okay, let's select all the necessary details like that. Deselect. Sorry, let's select this first shift S course with the selected, select all the pieces. Deselect this one object and go towards the origin, origin to 3D cursor. Alright, that's cool. Cool. Now we fixed all the problem. Alright. Let's make sure that everything is will do it. Everything is connected. Alright, that's cool, right? Cool. So yeah, this is the important step that we should do before we move on. And let's alright, maybe we can select those and put them inside a new club and no. Alright, let's hit M to open your collection and let's call this M T empty and then hit Okay, and that's it. We forget anything. Alright, that's cool. Let's turn off the empty for now. And turn off these tires. And let's open the body. And here we have an empty list, right here. And here we have an MTR. This put it right here as well. Okay. Let's put the 3D cursor in the middle, cross her to the world origin and hit Shift a to add an empty here in the middle, hit U to the Z, and let's move with close to the vehicle like this and hit select everything can throw, deselect the empty and less appearance. All of these details of their cart with a to the empty hold Shift, select the empty to add it. As of active one can throw be and to sit parents, to connect, to connect all the parts of the body through the empty and ventures objects. Alright, connected to the object, I mean the empty and keep transform. Alright. Let's check this of this still rocking. Yeah, start walking. Very cool. Now I can control the whole body from this empty and that's makes the working easier for us. I can scale it according to the empty rotated, according to the empty. That's better. Okay. Great. When you're completes now you're already to rig. Everything. Is cool, everything in the right position. We just need to start to break the the car. Okay? Alright, I will end this video and I will start in the next one. See you next? 68. 068 Rigging section Quick intro to the armature: Hello everyone and welcome back here. Alright, so now we can start with the armature. I would let say we can start Rigging this truck. Okay. Everything now is ready. And let's see, how can we do that. First, I don't want the body. I will hide it from here. I need to work with the tires. All the EMTs are in the right place and I will use armature system to create my rig. Alright? Alright surfer, thing that we need to do, we need to go to add Shift a and add armature. Don't worry about the option right here. Me. Maybe when you want to add armature, you want to find those because I activated are doing but you don't need to activate. It. Just reached the armature and add single bond here. Let's do that together. Shift a to add armature, single bone. Now the armature, it's been added to the center because we have 3D cross. Alright there. Alright, when you add the armature here inside the outliner, we will find the armature here. And here we have a new section for object data properties for the armature. And here we have bone properties. And here we have bone constraint. We have a constraint here and we have constraints right here. The course friends four bonds is not similar to the constraints that we have here. When we want to create a relationship between the points. It is wrong to go here to this section. So I'm not going to use the second at all, but I will use this secure right here because this is the second is the constraint for the bones. Bond constraints. Even the name is different. Here, add object constraint, and here I'd point constraint. Alright, that's the fair thing. When you other bone, we have a 3D mode. We have object mode, Edit mode, bows model, object mode. That's being the bond. It will be just like an object, like tire, like anything. But when you select the bone and go to the edit mode, now, you can select the bone. For example. This one I can click here. On the body of the bone in a GAN movies. I can move with the edit mode. I can do that in the object mode like this. That's work as well. But if you want to create a rig, if you want to work something, it's wrong to move the bone and the object, the object mode. You need to go to the edit mode and duplicate change skill. For example, if I added this bar here, it's wrong to scale it like this. And the object mode, you need to do that in the edit mode. Okay? So we have in this part inside the edit mode, I can select the body scale to I want, move it up I want, and within any place, but I like, I can crop this ball here. It's the head as the tail and this is the head. I can grab this and hit G to move it to the z-axis maybe, or move it to the X, over to the Y maybe in any place I like when you remove it and won't become big. When you move it in this poll, become far from this, the bone will be pick. Alright? Here in the bone properties, we have some option here. Let's see Where are they? Viewport display. Here we can show the name of the bone. We can put the bone in the front of anything. For example, if I tumble around and put the tire and the front of the bone, as you can see now the tire blocks the view. I can't see the bone, but if I put the bond in France has been, I can see the bone no matter if you add anything in front of it. But it still ends position. It's still here in the middle, but it will be always in the front. We will use this. Okay. Here we can change the hip of the bone end. I will not use this. I think. Here we have octahedral. We have a stick. We can change the bone to stick, we can change this to be born. And we have a lot of option. Let's stick with octahedral Here we have the axis of the bone. We can see the axis whereas the bone, whereas the direction of the bone, as you can see here. Alright. If I want to duplicate upon, I just need to select the ban hit Shift D, and now I have a Coby. Maybe this Coby I can use it for the tire and maybe this Coby I can use it for lot buddy. And maybe this callback can use it's for anything I like. We should work like this. We need to go into edit mode and this fill, duplicate and keeps duplicating bones. According to our needs. We can extrude bones by the way, for example, if I select the head, the, the tail, sorry, and I can hit E to extrude. And now we have a new point. We can extrude again E and extrude again, E and extrude again. And we can extrude too many bonds. We can select the body of the bond and we can hit right-click and sub-divide. Check this. Sub-divide, can sub-divide this again. And if you hit Shift Alt, you can do that again and again. As you can have, as you can see here, we have a chain of points here. I will let can't Rosie couple time. Alright. Okay, Now if I select this bar here, I can hit R to rotate it. But check this rotation as you can see here, when I rotate the bond, I can't rotate the bone itself. And this bar right here is still connected to this point. I can detach this point and I can delete bone, for example, I can select this one and it deletes the respond and check the results. We deleted the bond, but can you see this? This the dots line that's been, there is a connection between this point right here and this ball right here. Alright? We deleted a bond, but we can dissolve a bond. For example. I want to delete this one right here, but I need the connection, any of this ****. I need this point and this point to be connected somehow. Okay. I can hit Control X to dissolve the bone, not deleted. So there's a difference. For this one, I deleted the bond and we have a connection between these two points because we lost one here. But for this one, I dissolve it. I mean, it's been deleted parts of this bar right here. And this point here, or this one, they become connected, can throw X to do that, as you can see here. So whatever thing we need to do, if we need to rotate, we need to scale, we need to change. We need to delete. Anything we need to do. We need, we should be in the edit mode to achieve all of that. And when we come beliefs and when we accept everything. After that, it's time to go to the bones mode and the bows modes. We have another scenario. Here. We can control the bonds that we created. If I rotate this, as you can see, there was another scenario here. But if I go to the edits and rotate this, check the results. And the more that I can control the bone itself, change the position, give it a skill button that sorting the edit mode. But in the Bose more, no, I am dealing with the relationship that I made with these points. Let's move this one is we can see I can move it when I rotate this one. So we can see we have relationship, this bond right here follows this one. And this one follows this one. Okay? I can create a relationship between these points. I should be in the pose mode. I mean, I go to the constraint here and use on one of these choices here. If I want to do this, I should be in the Bose model. Because if I go to the edit mode and as you can see, I lost the bond constraints. As me, we can't add constraint and the edit mode and in the same time is wrong to use opiate constraint. Let's go back to the bones mode. Now we have the bond constraint. We can use it. Alright? Alright, so this is a difference between edit mode and object mode and the its mood we making. We extruding the bonds, we cope with them, put them in the correct position, make some connection between them. For example, if I select this bond and I need to cut the relationship between those here, I need to add alt P and clear parents. Now we lost the connection. Let's hit G to move it. As you can see, we lost the parents between those, but still exist with this one. Now if I go through them both modes, and if I rotate this I think will happen because we cut it relationship. But if I grab this and hit R2 rotates like called, the connection is still there for this one. Okay, What if I need to delete the connection for this one? The same scenario, all to be clear, parents and how you can crop it and move it. As you can see, we don't have any connection. So this is how it works, okay? And this is just a quick introduction for the bond and how can we use it? And one of, one of them important thing here, when I grabbed the bone and if I hit R to rotate, it will be rotated from the middle. We need to go to the transform pivot point and always work with active elements. Because if we choose this choice here, that's been if I select any bond, that will be always rotated from the head. As you can see, if I rotate, this will be routed from the head. If I grab this will rotate from the head. The same scenario for the rest. But if I choose bond, a bounding box, that will be rotates from the center and that's wrong. So when you work with armature, with the bond system, you will need to use active elements is very important. Okay. One more thing here to mention, if icon bleed, distributing these bones and the correct position and in the police that they want. When I complete, I will go to the Bozeman inside both modes. If I select an object, if I, if I select the bones, sorry, for example, I want to select the tire and then select the bone and may correlationship between the tire and the bone because I need the tire respond to the rotation of the bond. But as you can see, I can select the tire. I'm in the Boss Mode, but I can select the tire. That's me and I need to go to the object mode and then select the tire. Alright, and then I could go to the bones mode. Sorry, I need to select the bond and go to the Boss Mode and then select the bone to make relationship. As you can see, that the tire is still active but that's take too much time. That's not that's not the way should work. We got another we can do something else to make this easier. We can do is Let's try to. What we can do is we can go to the edits. And here we have an option is called lock objects modes of I turn this off. As you can see, it's turned off. That's mean, if I am in the Bose mode for the bones, now I can still select the object. And now I can select the tire and hold, Shift, grab this point. And it can throw, be for example, and make a relationship between those. So it is very important to D, activate this, okay, Right here. Alright. Alright, after that, I need to select the bones and go to the object mode and grab this armature and hit Delete because we need to start again. But in the next video, alright, so see you next. 69. 069 Rigging section Creating the bones: Hi again. Alright, let's get started. The 3D cursor is in the middle, I think Shift S and closer to the world origin. And then shift eight to add armature tools single bond. As you can see, the bone is here in the center. Change the, the Bilbo to active elements transform pivot point. And first thing that we need to do, we need to go to the right and we need to tap into edit mode. You can go here and tabulate this mood that's okay. Or you can hit tab to tab in and top out, top to object mode, and tap to edit mode. Or you can hit tab and move the mouse. Just a little bit, then pie menu will appear like this. You have edit mode, bows mode. We have Object Model. You can hit Control tab to switch between the Bose mode. And this is another option here. Alright, tab to tab to August, mood or Control tab to Bose mood can throw top to object mode. And if we go to the preferences right here, the key map, we have this option pie menu on the trike, means when you hit the pattern and move the mouse, you will see that payment. For me, I activated this option, has nice option and that will use it. Now when you hit tab and move them off just a little bit, the pie menu will appear. Activate this option there and save the preferences. Okay? Alright, so now let's hit the tab and move to edit mode here. And now we are in the edit mode. So this is the first bond that we added here. I will hit R to rotate it and I will rotate it 90 degree like this maybe. And maybe I can move it and timber only for this right here. Alright, let's turn off this now. I don't think it is. Okay. Maybe I can scale it gets a little bit like this and use this bond as the pivot one for say, a road spawn to control the whole vehicle, to move the vehicle from it. Because of that, I gave it just a little bit of scaling here. Okay, Let's give this a name. As you can see, the name is born. We don't need to call it bond. Let's go to the, to the bone here. Quantum properties, and this is a name I will call. This. Roots are double 0 T and hit Enter. So this one become routes. Alright, that's the fair thing. After that, we can hit Shift D to take a Coby. And to take a Coby, we can put this kobe right here. And in the 3D view, we can rotate it 180 degree like this. And maybe we can scale it just a little bit like that and leave it right here, maybe something like this. I need to use this bone to control the tires. When I because I need these tires to I need to change the direction Abby's tires to the left like this or to the right. I need this bone to control these tires. Because of that, I will add this right here. And then I will add constraint to help to move this point to this direction. And when this bone goes through this section, tires will follow it like this. So I need it here in the middle. Alright, there is no problem if you put it like this, like this, just for this right here and that's it. And let's call this, let's give it the name is very important. Let's call this maybe steering. Alright, That's very cool. Now let's take another Coby, The Endless, this code right here, and maybe we can make it small. And this bone right here, it should, can throw this point. I mean, when this bond comes here in this area, alright? This bond, you could follow it like this. And when this bone goes there, this point, you could follow it. So this one maybe I can call it steering point, maybe point. That is really cool. Alright, let's see what else we can do here. Realistic rub the routing. Let's take another Colby maybe Hit Shift D to their Coby. And I will do here. I will talk about Kimberly and select this empty and this empty and hit Shift S and bringing the crosser in the middle right here. I've started, I'd go to ban, hit tab and drag and go to the edit mode, select this bone and hit Shift S selection to cause her to this point in the middle of these tires here. And the skeleton make it small, maybe like this. And we can give it a name. Let's call this the drifts. Alright. And we can hit Shift D to the Canada Cobra here from the roots. And we can make this smaller as well. I will use this bond right there to control the drifts bond. Alright, until now I just coping bones and give them a name and put them in the right position. After that, we will create a relationship between, between these points. And you will understand that, alright, for now, we're just distributing the sponsor. Artists, give this a name and let's call this drift point maybe or controller. You can call it. For me. I will recognize it. Alright, That's great. What else? Okay, Let's take Coby from this point and let's put this right here temporarily. And less tab outs. Select this shift S and course are to select it to bring the 3D cursor in the correct position. Grab this top and select respond, Shift S and selection to cursor. Now we have the bone right here. I will rotate this to the Z ROTC and rotate this 90 degree like this. Alright, and let's give this a name. I will call this, for example, wheel. And there's car, if T, four fronts and their score L is very important to, to type L. And the last, Alright, to till blender that this bond is in the left because I was very important to add L as a left. Okay? So this wheel, 50 front L, alright, with this bond selected, I will hit Shift E D, take another Coby and right-click to leave it in the same place and then are too dizzy and hold Control endless. Add this one right here, rotated 90 degree like this. And let's give this a name like maybe we can Disk brake and suspension, something like this. Because this bone this part right here should be stable and not rotated with the wheel. And maybe we can connect some stuff here with its. Alright. So let's call this one this cube brake underscore, front FTE, and the risk score L to recognize it in the front. Alright. We don't have a Disk brake actually right here, but we will connect anything staple here to this one if needed. Okay? Okay, That's very cool. Now what we need, we need to work with this site as well. Less tab out, select this empty heft S and course are to select it. And then silica the arbitrary top to the armature. And let's select this point. Hit Shift D to take a Coby here. And let's put this one right here. Shift S and the grocer towards the correct position, the position of the EMT or the 3D cursor, hefty against their Coby and then all to the Z to rotate this to the z-axis, 90 degree. And now let's give those a name. Well, this one we can call it, we'll BK four back those core L. That's okay. This one right here. We can call it Disk brake. And there are two core BK underscore. L has great. Alright. So until now we created the roots to move the whole car, and we created A drifts, drifts and bonds to the wheel, the front and the back. And maybe we can create some hale bars, bonds. Okay? But we will create that if necessary. Well, now let's see what else we can do. I will select this bar right here. And maybe I can COBie is to use it here in this area. I will hit Shift D to take a Coby and let's take a copy right here. And let's make it small like this. I need this bone to control the shaft, the Driveshaft, this one right here. And help to control this one as well. Here. I need the head of this bond to be connected to the head of this point that'd be added there. Alright. Alright, so let's say like this, or let's select this tab out and let's see, grab the, the empty here. This empty. And hit Shift S and corso to selected. Tab out. The Siggraph, sorry, just select the bone in the, just say the bonding of the solid mode to go to the edit mode. And I will put these bones in the front so I can see the details. Let's go to the bone. They have properties here and cures and the front. Alright, so now I can see them better. Grab this ball and put this ball here and this position Shift S and select into coarser. And now we have it there. Above that. I will go to wireframe more than hits E to make another extrusion. Let's make the senior extrusion justice smaller than this point. So now we have been underneath bond, this bone and this point here inside. Alright, now let's give those to an endless select this one and let's give this a name. Well, this one maybe we can call it drive shafts, Driveshaft, maybe underscore FTE. And the risk score L. Something like this. And this another bone you can click and click again to grab it. This and other bone maybe we can call it thrive. Shafts. Join. Alright, join because we needed to control they join. The risk score if T and the risk score L for left. That's great. All right, I need this point to control this join here in this area. When I rotate the wheel, I need this join here to respond to the rotation of the wheel. As very important. Alright. Alright, now let's see what else we can do here. Okay, Now we almost ready, almost. We need to add extra stuff here to make to make the bone working. And we need to make some connection here. Alright? The fair thing. Well, this bone right here. Alright, so this bond should follow this bone right here. Alright, so this one should follow this one. So select this, hold, Shift, grab this, and then hit Control P and make parents choose this option right here. Keep offset because we don't need to connect them. If we connect them, check what's happened. I don't like that and that's not going to work. You can throw me and make a connection between them, but keep the offset between them. As you can see here. We did that. We have the connection and we have the off the offset distance between them. That's very important. Well, this one right here, this bone. Let's make this bond, follow the road Timperley crop this and then grab the road Control V and keep offsets. And maybe later we can change it. Okay? Well, this one right here should follow this point here. Crop, this whole thing have to call this can throw a p.sit, keep officers. Something like this. And this bone here on the big one. We'll F T L lifts should follow this bar right here because this one, as for the direction of the tire. And when I need when the tire, for example, it goes through this data, can the wheel should follow it. So that's being this bond right here, could follow it as well to be right here. For example. Alright, so select this bone, hold, Shift, grab, this can throw be, and it's already connected You don't need to connect them is already the parents. That's very cool. Even this one, if we select it and select this one, it can throw be, it's already parents. We have appearance here, so we don't need to miss with them. This one hold here to grab this can throw be keep offsets we don't have here. In this bond right here. Timber or liquid follow the route selected hold the of the cube root can throw be offset. Alright, What else we could do here? Alright. Alright, now let's see. Grab the drifts, hold, Shift, click, Crop, the scrub this bone. You can throw a, B and keep offset to make this bond follow the roots because we need to control the whole fecal from by using this horse here. Alright? Now if we tap and go to the postmortem, now we'll see that relationship. Now if I select this and hit at this point right here, should follow it. But that's not happened. Let's see why that's happening. Let's go to the edit mode. Select this one. The big one hold you have to go up. This can throw be keep offset. Ok. Now should work. Go to Bose. Select this, are too dizzy. Yeah, that's cool. Now is following this move, this one and let's see, yeah, this one is following it. And if I rotate this to the Z, Alright, those following the big bone here. I school. Alright, I think we can create another bond to connect this bond towards. For example, let's go to the this mode. Because in the edit mode we could do that. I can select this bone here, the fizzy and take another kobe right here, for example. And hit S and scale it, make it small. And make this bond follow this hold Shift to go up. This can throw P and keep offsets. And let's give this a name. Drafts for example, Hilbert, something like that. Alright, so this part right here should follow this bond. Select this one, hold, Shift, grab this can throw will be keep officers. And this one. Alright, so we can keep it follow this one as well. Hold skeptical up. This can be kept officers. Now if we go to the bones Modeling, see what we got. Alright, so when we rotate this, all of these bonds should follow it. And if we rotate this one out to the Z, this point should follow this. The idea here, I just need to separate it. I don't need to connect all these points to this one, because I need this bond to create a relationship between its and between the spawn. Alright? And I don't want these points to be connected with this because I need to give it a constraint. Sometimes that's not wrong. Some time when you do that and connects all the bone with one and give this one constraint sometime, you will get some problem and expect it the problem. So to avoid that, just cobia born and you can call it a helper. Alright. Horizontally see the relationship. If I rotate this, the whole suspension, the wheel should move with it. Alright, that's cool. This one right here, we gave it, we gave it to an alkyne, this one right here. Alright, we gave it a connection, Oswald rights, or let's call this point. I think that's really where thoroughness conic, this one with this one right here, Timberlake. And let's see what we will get. So select this one, hold here, the goal of this control me and keep offsets like this. What about those here? Alright, so this one should follow this and we did that. And they could follow this ball right here. So select this whole theoretical up. This can throw be keep, offset, like this. Everything will make sense later. Alright? Even if you didn't understand what I did that, why this connection when I, when I reach the point that I need to create a relationship between these points, you will understand that a little bit, okay? We will do it together. And I will try to make it easier as much as I can. Alright, I will end this video and see you next one. 70. 070 Rigging section Creating a constraint relationship with the bones: Hello again, and we'll come back here. Alright. Now let's see what's the, what we should do here. Alright, it's fair, I think we need to copy these points on the other side after we gave them a name and made everything. Okay, now we can copy them on the other side. Alright, so let's see how can we do that. Let's go to the front and select these points, all of them. And let's put the 3D cursor in the center. That's will be better. Start selecting all of these points here and gave them a name. And most important thing, any bond on this side we could call it. We could give it a letter in the end of the name as very important. When you do all of that, we need to go to the armature and to symmetrized. They will be copied on the other side. And the correct way. Alright, I think we got problem with this one right here. Alright, I will delete this to be the point in select those, go to armature and choose retries. Alright, something wrong. We have here. The Cus have elastic, this one alone and curious them tries. We gave it a name. Yeah, We gave it a name or something. Not make sense. We see what it's having. Alright, I got the problem. Here in the name. We have problem. We have a small dot here. We didn't delete it. For this one. Because of that, we got a problem with copying or the symmetrized. Keep, make sure that the name is correct and then hit Enter. Now it should work. Let's delete this one. It deletes the bit pattern, garb those, sorry, the spine and this one go to symmetrized, armature, symmetrized. And now everything is cool. Alright, such cool. Now let's go to the bond, the to the Bose mode to create a relationship between these bonds. Well, ferrous to start with this one. This bond when goes like this, these points should follow it. And when it goes on the opposite, or can these bonds should follow it as well? Okay, So Let's select this bone. This bone should follow this one. Select this one. Let's start with it. Go to the constraint here, and let's open the list. I will use the transform section. I will use COBie rotation because we need this bond to COBie that rotation from this point right here. Okay? Alright, so what is the target? The target always will be the armature. So let's put the arbitrary here. And now it tells you that you need to pick the bone. That means this bond right here. What bonds should follow it? We need, we need this bond to follow this bond. So we need to select it here. Let's search for this bone is called, What's the name of this steering? Alright, let's go here and let's add the steering. And we need to work in the local North in the world space. Both of them sweep them to local and this one as well, lunch worry, if this flipped just three, this one to local and it will be corrected. Or the school, what access we want, alright, you can keep those. Them. There is no problem. Now if I select this and hit out with a Z, as you can see, that point is following this. But in the wrong way, we need to Codec this. Okay, Let's go to this one. And we need to invert. Let's turn off the X and Y. I think this move this and just, I just need to make sure that's I turned off the right axis and the flip and the birth of the Z. And now it should follow it in the correct way. And yeah, alright, the beginning, rotating in the wrong direction, and now I just flipped the axis. And now, cool. Alright, the same scenario for this one. Select this one And I'm not going to go here and give it a cobra are taken and do all of that. I can select this whole to have the clubs spawn and go to Bose and choose. Whereas it's constraint, Coby constraint to selected bonds. When I do that, I will have the same constraint that I added here. Alright, so now let's move this to the Z out. The Z. Alright, that's a fair thing. That's right. We did that. Alright, The question is, who controls this point? Controls this, this bar right here, should control this bond. This bond here should follow this. How can we do that? Let's say like this one. And as you go to the constraint and I will choose dumped the truck. When I use this, this bond will follow this because dump truck helps to keep this point all the way the steering to this point here. So you need just to choose the one that you want. Just pick the name, what we call this, we call it steering point. Go here and search for steering point. Alright, sorry, we got some problem here. I think. Alright, we need to, sorry, we need to pick the armature first and then specify the bond. Whereas it's steering point. Yeah, that's right. Now if I move this to the X key, to the X, this point, you could follow it and those as well. I like that. Alright. I need this to go to the, by the way, we need we need anything here. No, we don't. I need this to go just to the x-axis. Alright? In this case, I need to open this menu item here and turn off all the axis like this. Yes, activating the location next. Now when you hit G without specifying axis, it will go to the x-axis like that. And for those bones, because we, we're not going to move them, you will need to Kant to lock all the controls for them because accidentally I don't want to rotate them or move them. So I'll lock everything here. Alright, so the first thing we did with, we did the, the controls, all the controls for those points, the front points. And that's great. Let's see What's the next step. After we've finished this side, let's see what else we can do. I think now we can start with the draft. We can create a relationship between this point and that part right here. And before we do that, I just need to move this bond up just a little bit to avoid any problem. And I will tell you why. Okay, Fair think this bond should follow this. When this bone goes here, this one goes like this. Pointing to that point. In this end of this bone comes here. This one should pointing towards like this. Alright, let's select this bone. And let's give this a constraint. And let's use dumped truck. And let's choose the armature and pick this point is called a drift points. Let's search for adrift point maybe here and the last one. Oh, that's cool. But we got one problem when we did that. At this point, just a little bit tilted down like this. And we need to fix this. In this case, I will turn off the constraint and go to the edit mode in crop this point. Alright, let's select this, hit Shift S and bringing the 3D cursor right here. Say this one. Shift S course are selected to move this ball right here, alright, to align them together and then manually move this point right here. And now let's go back to the Boss Mode like this, and go here and activated, and it should work correctly. Now if I move this bone, for example, chicks, what will happen? That's what, that's what's happening here. So we can see here. Alright, that's cool. What's the next? All right. As you can see, all these bones is following the Thrift point, or let's say adrift born. And when I move this, let's see what's gonna happen. Everything could follow the route one. Alright, so let's see what's gonna happen. If I rotate this one, for example, like this. Alright. I think now everything looks cool. But let's move this poor Right here, for example. And let's move this one as well as he was going to happen. This one should follow it. That's great. Grab this one. Hit Alt, key tourists sets the location. And now we can parent the tires and the suspension with these points. Okay. Fair thing. We need to parents the suspension to the spawn. Select this one, hold, Shift to crop. This can throw P and connect bone. This one as well. Grab this hold, Shift, grab this can throw be coordinate the bond. And for the tire, less hide the armature. And let's, let's select the tire and the group. Alright, so let's select that men would like this. And let's ignore this one. I don't think to select it actually. Sitting the wheel and the tire and the wheel cap here. And then what else we need to select here are the, I think just those. Hold shift it up. The empty can throw a, B and parent and keep transform. Just like this. The same scene over here. Select those and see what else. The disk I think we forget. Yeah. Hold here the godless can throw be all rights parent to help you. Thank keep transform. This was Disk, brake disc, we just forget it up this whole together. Glob the empty controlled BY and keep transform. Now if I move this, the tire should move with it. And the same scenario for this one, we should get the same result. Same thing right here. We can select with tire and all of these details. Alright, hold skeptical up. This can throw be cape offsets. Keep transform, sorry. The same scenario here. Though. Salt here, the club this can throw be alright, parent object and keeps transform. That's cool. Let's move this one. This one as well. Okay. Now let's bring back the armature. Bringing this back and hide it. And now this tire should follow this ball right here. Select the empty hall to hear the club. This point here can throw be and make parents to the bone. The same thing for this bar right here. For this empty the tire. Grab it all together. God, this point here, I can throw, be. Alright, connect them. Alright, that's great. Now, the half that we have here, this shifts should follow the bone that we add here. Select the crafts and let's unhide the armature hold, Shift, grab this and deselect this one. Deselect this one as well. Hold Control and deselect them with the half selected and the bone selected Control B. And coordinate the bone with this like that. And this join, plastic join or robotic join should connected to this point as well. This one hold skeptical of this, can throw be, but this time I'm not going to use ban. I will use with automatic weight and I will explain that. Okay, just the width. Because here this should be like a rubber and it should be what went when this wheel rotating, this one should follow it. Alright, and it should be bended just a little bit. Because of that, we make the connection or we make the parents with automatic weight. Let's go to the small bone here. Select this piece of rubber, all TFT club the small pond, deselect the bag. And it can throw a, B and choose with automatic weight like this. Has great. The same scenario for the side here. You can go to the wireframe and select this one. Let's see, can we select it? Alright, so we can't because it's hidden. Turn off the armature here. Silicon the shaft and high the armature. Hold, Shift, grab the spawn, can throw the p.ball. Couldn't leave the bone. Select the rubber, hold skeptical up. This can throw be connected with automatic weights. All right. Scrub the small bone here. Sorry, the this piece hold here the color of the small bone here and deselect the big can throw me with automatic weights are that's great. Now let's see what we got so far. Let's see like this. And he'd key Alright, this tires now should follow it. All right, That's great. That's very cool. And the same scenario should, we could do it here as well. So select the empty hold here to grab this can throw be chronic the bone crop this altogether. This can throw be connected one. And these, the heft here, don't worry about them because we don't, the wheel will not be rotating along the z-axis. So don't worry about any pending have been here. You can connect those to the bone directly, crop them both helical the bone can throw be going into bone here and this file as well. Hold, you have to club this can throw me and connect the bond. Now let's see the drift. How follow-up the world work. Alright, we got somebody nice as cool. And these stuff right here, we could conduct into this bond here because this can throw be one, this one as well. Altogether. Got this can throw, sorry, just deselect those. Can throw me, connect them on LSE. What's will have in G? Alright, that's great. We forgive those pieces here. Select this hold Shift. These pieces should not be rotated to that. Would the wheel. They should be stable. Grab this hold here, we got this one here. Deselect. This can throw, be connected one, clicking the space to deselect the bone. Club this all together, got this control BY connect the bond. Alright, let's move this. Everything looks okay for now. We just forget to connect these pieces, small pieces as well. Grab this hold catechol, this can throw be born tab in space. Go to the side, grab this hold Shift, grab this control V, connect upon. Or at least see what we got so far. Select this, it's key and move it. All right, everything looks fine. Let's move this right here temporarily and less, more with this bone. Alright, that's great. Now it's following the wheel correctly. All the tourists said that bond and put it in the right place. Alright, so after that, so if I, if I move this point, everything could move with this. You remember this empty, we parent cell body to this empty. So we will make this empty, follow the root crop, this whole thing here to grab the route control B and choose bone, and this one should follow it. Now if I unhide the body and if I grab this route and Hickey, everything will move, will be moved with the roads like this. And if I move this key like this, the tire should move. And I think we need to make some change. I think it's wrong to connect the vehicle to the roots right now, there's this high this because I will tell you something. When I make the drafts. The, the body should move with the system with with a tyros. Alright. And the roots should be stay the same place. So that's me, that's not the Honorlock, the connector, the connection that I made, it's wrong. Alright, to do this, grab this ALT P and clear and keep transform or Italy. Let's see what we can do it that's correct or not. Alright, less, yeah, we have the connection and I just need to Alt P clear and keep transform and the other scope. But I think we lost the connection with, with the body. Am I right? No, The connection is still there. That's cool. Alright? What I will do In this case, I can create a new bond. Alright? Or I can hardly see what we can do. I think I can connect this to this point, to the helper. Grab this whole.gov, this, let's see what's will happen. Alright. Club this, the empty hold here because spawn, you can throw be and make connection like this. Now let's make the thrifts. Yeah, now it's correct. And now when I move this, everything he could move with it. And that's cool. Now if in high the body and make that drifts key and move it. Alright, that's cool. Key and move this. All right, cool, crazy, crazy, crazy, crazy. And if I move this one as well, great. Club this all G and bring it back high the body, Timperley and yeah, that's cool. Alright, so until now we did great. Everything is almost ready but we didn't finished here. We got some stuff to do. But I will end this video and see you next. 71. 071 Rigging section Using weight paint to fix some problem: Hello everyone, and we'll come back here. Okay, Now let's see what, what's what's the next step? Okay, let's check this area. The small bone that we have here. The Marwan should follow this one when the wheel, when, when the wheel will be rotated. And we got a relationship between these bones, we can break this relationship. And we can make this small bone without any connection with this one right here. Key, we need to go to the edits and let's select the small pond, hit Alt B and clear. We need to clear the parents. Alright, like this. And we need to connect it to this one. Hold here, take up this I mean, the big control B and keep officers don't connect it. The same thing for the side right here. Grab the small one. All to be. Alright and clear, parents. And hold Shift, grab the bag, can throw be. Alright, we got the problem. Grab the small one, ALT P. I'll at least hit disconnect the bone. That's what to work as well. Hold skeptical up the big can throw be and connect and keep offsets. Now let's go to the Bose more than, let's see what we got so far. Let's select this one, hit G and move this. Now, these small bonds follow the wheel bond. Alright. One more thing. Here we need to kick in the sublet, this window to two. And let's zoom in here. And my eye here because I need to see something. And I will move this to the x-axis because I need to check something. Now if I rotate or move the wheel like this, as you can see, the rubber should be effected with the rotation. Let's select maybe the suspension. This one, this one elicit H to hide them. We don't need them anymore for now, Kimberly. And let's go maybe here. Alright, so I think we can select the bones and go here and turn off in France for now. Let's syllabus at this point here. And let's move it. Yeah, it's okay. It's makes sense. I don't have any problem for now. Let's go to the other side here and let's check this side as well here. Hit G to move this. Alright, now here we have problem. On the other side, we have problem. We need to fix it. Alright, let's see how can we fix it? Fair? Think maybe we can hide the tire, Kimberly, I think we can do this. Let's silica tire or select the wheel. Alright, the tire, slay the wheel. Silicon cap here and you can hit H to hide them. Timperley. And let's select this piece, that apart piece. And we need to go to the object would hit tab and go to object mode. Select the bonds. Alright, yeah, let's, let's stick with this one. I will go to the weight paint to control the weight. So now I'm in the weight paint here. And I need to select the one that I want, which bond should affect this one right here. Alright? If I go to the object, would insulate the spawn. Alright, maybe here Let's go to the bones most Ferris, we need to select this point to see the effects in here. Select this, go to the weights like this. Yeah. Alright, this four right here, should effects from the top. It could affect this area. The spawn effect, this area. Alright, here we have the tool bar for the drawing here, because we need to bring back the effect. The weights is one. That's mean. That's me. If I paint anything here, as you can see now, I can paint in the, with the red color. Red curve mean the whole geometry. Anything painted with the red, a tool be effected by the bone. The right in the blue means there is no effect at all. The colors between the blue and red. The average here, between just average between the blue and the right. Alright, so we need this area to be a red. And the rest people who I will hit Control Z to cancel the pain that I did here. And I will take this to one. Taking this to one that's been able paint with the right color. Take this to zero, mean I will paint with blue. Let's take this to one and use the gradient. And yes the click and move them always just bits. One time, second time until you will create an effect like this. Because we need this air to be effected and not moving at all for, for this ban. Because we selected the bond right here. When you do that, if you go here to the object data properties, you will see all the bone here. So as you can see, we selected this bond that Driveshaft left. And now it's the time to select the second point that we have here, the small one. Alright, let's see, where is it? We, what we call it. We can start from the beginning and I wrote down just keep our eye so we got this. Keep pressing down until you find the correct one. I'll let for the drive shafts. Alright. Alright. I think we call it Driveshaft. Right? Yeah. This one. Alright. I just need to make sure that the Driveshaft, Driveshaft join. Alright, we need to find Driveshaft join. As you can see, the effect is very subtle here. We need to make it a little bit strong. So go to the gradient, the way to one and just to click and move. Something like this, we need the effect to be here, just here in this area. So we did with that. Alright, this one, we did this, we did with this point I think are not what we painted here because I will check what I did there. Thrive Shift L lifts. No, that's wrong. That's not going to work. Alright, this piece now is effected by Driveshaft lifts this point and thus throwing, I guess made a mistake here. So I will clear the paint that I added here. To do this, we need to paint with blue. Tag the way to zero. Go to the paint mask, hit a, select all the faces, sorry. A, and then heft K to add the blue for all of the faces. When accompanied turn off this face. Now we just deleted the effects from this bone. This bone now will not affect this piece, but we need this bone here to effect this. Alright, so we selected a scholar Driveshaft, F T, R naught L, the syllabus again, you are now push this to one to paint with red and activated gradient and the click and drag, something like this to them. It'll maybe couple of times like this. And now let's check the rest of the bonds. Let's see which one is effecting this as well to avoid no problem, just check them one by one. Alright, this one should expect that. That's okay, the right, this one as well. And anything else should not effect this wrapper, this joint, for example, this one Disk brake should not affect it. If you see any color, you need to remove it. So let's remove any color here and make any the color blue. That's not affect. Alright, so we got Disk brake effecting this join, go to this face and then hit Shift K parts. Make sure to take this to zero half K again and turn this off. Check the rest. Go down. Yeah, we have this one as well affecting this activity, this shift K. Turn this off, Let's go down to check this, this, this, or there's no effect. That's me. We can say we're done with this. Now we can go to the object and select the bones and go to the Bose mode. Now if I move this to the left and right, as you can see, we still have some problem. Exactly why. I don't know, but we need to check this again. As you can see, this area is affected just a little bit still affected. Alright, so let's see how can we fix it? Why does happen? Listening this again. Go to the weight hold Tab and move the food to their weight paint. Or you can reach it from here. By the way. Let's select the points I can Alright, this one should not affect it. The next one, okay, that's cool. But I think that affects reach to this area. This case, we need to take away to zero and the gradient and keep painting from the opposite side to give this, just give this a blue color like this and that's it. Now let's go to Objects, select the bones, and go to both cell like this, G. G and move. Yeah, now is working correctly. What about the side here? Grab the tire, hit H to hide it, grab the wheel, hide it, and that's it. Now let's do the same scenario. Let's move this. We don't have any problem, but I need to check the other points of these points effective this rubber. Select this, go to the top and go to the weights like this. And now let's select these points. This one hood affected, that's okay. This one, The big one should not affect this. That's wrong. Activate face is zero out of this shift key to add the color, the blue color. This one should not affect it. This far I here. Alright, if we have a problem, help problem with this. Yeah, we help them. As you can see, we have a little bit of color here that's been in this one will effect it. Activate the phase shift K, add blue color, make sure to zero of this. What else? This one. Alright, this one. What else? Turning this off. This one, this one, any, or any bond. We don't need it to affect this one. We could remove the effects from it and you can kick them one by one by the way, just keep pressing the arrow down until you find, for example, this one, thrive hip joint. Thrive hip joint left. Yeah, this one should affect part of this. Do we have no problem right here? Alright. We have some effect here, but we need to make it a little bit strong. Okay, That's cool. Let's move this to one and paint just a little bit like this. Something like this. Maybe. Let's cool. And what about Disk brake should not affected and the rest drive shifts left. This one should affected. And yeah. But I just need to delete the effect from this area. Just add some blue color here. Something like this would work. Yeah, let's go the rest. What about the rest? Arrow down and let's check the rest. Alright, so we don't have any problem anymore. That's cool. Now let's go to the objects. And now let's check this globular bond. Go to the bolus to like this. Zoom in here and here in this area, hit G and move. Everything works correctly without any problem, as you can see here. And for this one, the same scenario. Very cool. Let's hit Alt H to bring all the pieces and that doesn't have been manually less activate them. The tire and the stuff, a suspension and what else? I think that's all. Alright, let's bring the body. And now we have a drifting here. Alright, something that's very cool, Very cool. And we can rotate the front wheel like that. And everything now should work correctly. Alright, if I go here, for example, as we can see, very cool. Nice. Alright, so I will end this video and complete and then X1. Okay, so see you next. 72. 072 Rigging section Adding transformation constraint: Hello again, Welcome back here. Okay, now we need to make some, some relationship between the roots and the other tires here. We need, when this bond has moved, we need the tire to be rotated. Let's see how can we do this? Select the armature and go to the pose mode. And let's start with this bone right here. Okay, the big one, the bone, the name is wheel, FTL, front, left. Alright, let's go to the constraint here and less transformation. Okay? What we need is when this bone goes forward, these tires should be rotate like this. Okay. By using transformation I can give us and less, how can we do that? So I added a transformation for this bond because this bond should follow the roots. Alright? In the target, target, the armature and the bone, we need the roots. And in the space, we need the local, local space. And here we have mapped from map to or less open those two here and let's see how we can use them. Map from means. From where you want to create the relationship from the linear animation. We said we need the linear animation to be taken like this. Transform the linear to rotation. Map a from linear from location, linear way. And we need to use the Y to the Y, always to the White though the local way. Here we have minus, minimum and maximum. The minimum, let's add 150. In the minus. You can add a number bigger or smaller. But these numbers for the test, add this number, you can add 100 centimeter, that's okay. And let's add here the same number, but positive 150. That's cool. Alright, we need MAB forearm location and we need to change the linear animation tool rotation. So map2 rotation the rotation and go to the why, a source. Why? And in the minimum, I will add minus 180 degree. The maximum blessed when 80 degree. Now if I move this, the tire should be rotated. But as you can see, the tire is rotating the wrong way. We need to fix that. Okay, That's cool. Let's go to this point again. And to fix this, we can change a minus and the rotation deleted from here and add it to the maximum. Enter. Now let's do that again. Hit G and move. All right, now is moving in the correct way. But when we move it 12, stop to the point. To make this a rotated always we need to activate. This option right here. Extrapolates, just activated and this problem will be fixed. This key and move this. That's cool. Well, if you change the number right here, a few, less than 150 or more, when you move this point, this tire, either be slowly or fast. Alright, so 150 is cool for me. Check yours, okay? Okay, that's great. Now, let's do the same scenario for this wheel here. Select the bone that we need, hold Shift, grab this, and then go to Bose and go to can strain Coby tool selected. And now we gave this point the same constraint And now let's move this LLC. What we will get here, the same innovation, that's great. And for the other side, Let's select this. Hold, Shift, grab this, go to boas constraint Coby, the Twitter selected. Alright, so we have here, let's hit G and move this. Alright, is rotating to the wrong direction. We need to fix it for the site. Grab this and the switch, the minus, let's add minus here and a positive right here. Delete this, hit Enter. Now, it should work correctly. That's great. Let's select this hold Shift, grab this one right here. Go to Bose and constraint code to selected. And let's modus grades. That's cool. We almost finished here. We done here. I saw we did and everything is okay. Now the tires are rotating in the correct way. We just need to make sure of something here. When I make the rotation any, to make sure that I don't have any twist here. So in this case, what I will do is I will hit Shift a to other chimera here. And I will frame the camera to here. Maybe just hit Control Alt zero to frame the camera to the View and hit Tilda to control Tilda to control the camera. And what's in there was a hint that you want, for example, right here, something like this. And you can connect the camera tool any place. For example, I will connect the camera to the interior silica chimera. And then hold here, take up the empty Control D and just connect them like this. Now when I move this, the camera realistic there. Now, let's move this window here has zero to look at the scene from the eye of the camera. Here, I will move the vehicle and I just need to check, as you can see, we have some twisting here happen. And let's see why that's happening. You know why that's happened? Because this bone is not rotating. And that's what we need to fix here. Alright? So let's give this point at constraints. I need this bond to take the rotation from these points here. But we need to take guest one rotation, just the x-axis rotation. Select this bone and go to the constraint and add Coby rotation. Because we need to cover are taken from this year. The same scenario cures the armature and we need now to choose the bone. Alright, I will choose a wheel, whereas it's wheel F T front left school. And we don't need all this actually, we just need the x-axis in Toulouse, local and local here. Now let's move this and let's see what's gonna happen here. G and slowly move it alright, to the Y. And we should see some were taken actually here. Alright? I think the x-axis is not the correct axis. I don't know. Let's make sure. Alright, yeah, let's pick. Alright, let's activate the axis for the bones to avoid any problem. Let's activate the axis and let's see what X is we want, we need the why. The Z goes up, the exterior and the way we need the Y. So select this point and go to the constraint and just choose the white novelist she was going to happen. I will hit G to move it, as you can see, I fix it. If I turn off, turn on the wireframe, we can see that better. If I rotate this to the left or to the right, this point will not be affected. This one, as you can see, this bar right here, will not take the Z rotation, it just will take the Y Rotation. And that's what I wanted. Actually. Let's select this one, hold, Shift, grab this. Go to boast to COBie the constraint from here to here. Go to Bose and go to constraint and kobe constraint to the selected bond. We have it. And you can actually keep it. You can keep the, the left wheel. I think we that's not going to make any problem. All right, Maybe that's what we flip the result. Yeah, so okay, that's cool. We have no problem. Let's go to the bone and let's choose wheel. Ftr. Ftr, we'll FTR. Where is it? Yeah, this one right here. And let's move this. Now. Everything is cool, but let's take the camera for the other side, grab the frame, hit Shift till that to control the camera, like you're playing a game. Hey, move the camera to the side. Rotate the wheel back of the most to make the movements slowly and go here, zoom here, grab this. Just to go up this, how can I grab it? Let's grab it here. Lights and activate wireframe so we can see Grob the roots and had key. My eye here. Okay, ten move. Alright, we don't have any tourists. Everything looks fine. Everything looks okay. Let's move this. Yes, alphabets. Okay, everything is great, actually. Very, very cool. Alright, Very cool. Now let's bring back the body here. And we almost finished here. We just need to give these bonds a shapes to make things to looks better. But do you know what's, I guess forget to add one bone right here to control the door. That's very important here. We can do it right now. We have no problem. Alright, let's select the bones again and go to the edit modes, endless close this. Let's take this one, hit D to the Z, and let's add another kobe right here. And maybe we can move it here. That's okay if you to this and move it up, enlists change their name over this point. Let's call this back cover, door cover, back cover. Call it any name you like. Or let's call this back door. Cover. Something like this. Now hit tab and go to Bozeman. Select the body here, hold Shift, grab this, can throw a, B and can connect the bone. Now if I grab this HD key and move to the Y, I will have the bone, the door open and close it. But we need to luck the axis. All of them. Just to click and go down. Click, Keep holding the left-click and go down like that. And just keep the y-axis activated for the location. Because we just need that and that's great. But we need to do something else here. This is very important and beautiful as well. We need to look the bone. We don't need the bone to go like that or go like that. We need to give it a space to move. This way, we can add a constraint here. Before we do that, I just need to check is everything is okay. Yeah, everything is okay. Everything is cool. Select this point and go to the bond constraint. And let's add here a limit from limits section. We need to limit the distance. And we need to target the armature and cures the spawn in recall it's what we call it. Back door cover. This typed back PA. Yeah, we got this right here. And we need to use a local. The same scenario here. Alright, limit this says, is that, alright, I think I just need to make sure that I selected the correct sorry, limits location, not intimate distance. I guess I made a mistake here. Limit location. Yeah. This one. We need to limit. We need to eliminate the location to the, why. The minimum and maximum here. Alright, now let's see, we got some problems, as you can see when we activate it, this one. But we can manipulate this and we don't need to work with world, we need to work with local. Alright? The minimum we can add, for example, 15 centimeter. And the maximum we can add maybe -15, somebody like this. And let's see what we will cut. I will hit G to move this. Alright? Or at least you can, we can throw that. In this case, what I can do if I want to be precise I will use I will grab the bone and he'd key and move it to the why. But as you can see, it's not moving. But watch the Y here. You will see some numbers changing here. Just hit heat with a why and keep pushing the bone. Even if the bond not moving, moving, just do that. And move them out just a little bit and hit the click and accept that. We moved the bone about two-meter. But the bonus till right here, because because of this number. And now manually I will hit Shift Enter, try manipulating these numbers. For example, as you can see when I move this, alright, I can move it all way right here. We can. Alright, somebody like this stopped here. That's mean we need to move the bone even more just a little bit to the way to the white and move it just a little bit and accept it. And now here, manually hold shift and move this one. All right, that's correct. This That's a great for the door. Now. The door is hidden here underneath the glass and that's what I want. So now this is this top point right here for the bone. Let's take this one. And as you can see when you take it at full stop right here, I will move it beyond that. Hit G with a white and tickets bag all the way right here. Even have the bone not moving. That's okay. Just move it and hit click to confirm. We have this number, confirms that the bone is moving, but because of the limits stopped here. And notice many believers until you move it to the right position someday, maybe right here, or maybe less. Something like this. Yeah, that's cool. And limited. Now, hit Alt key to both the bond in the correct position and now hit G to move it, as you can see, it will stop right here in this top right here. And that's what I want. Maybe we can do the same scenario for this bond. We don't need this one to go all the way like this because it does not work. We needed to move just a little bit right here and stop, and go there in a stop. Alright. Select this, go to the constraint bone constraint, and let's add limit location, okay? And we need to use the x-axis, activate the accident the minimum and maximum. And move this to the to the X key and just move it away and confirm that as you can see, we moved it 900 centimeter. Here. We can control it. You can see this one not gonna work less, use the maximum and move it, for example, right here. And it will stop right here. Now, grab the bone. It's alt key to reset it to bring it back. And then Yi and moved on the opposite side. Just move, move, move, and then click. Alright, we have the number here, and now let's control this. Let's move it. All right, here. We can add the same number, but in the minus. Alright, so let's add the same number here, 261 and hit Enter. Great. Now, all key to bring it back. So now we have limits. As you can see. I think there's too much, but we can reduce the Fourier like. And we can do the same scenario for the drifts, by the way. Alright? But I'm not gonna do that. I get everything cool. But one problem though, we have here, as you can see the door. Alright, I think that because we didn't connected the wire to anything, this wire right here. So let's grab the wire hold, Shift, grab the empty here, control V, and connect the object. And let's see, now, everything looks fine. Let's grab adrift. Sorry. Alright, the bone that we have here should follow the body as well. Here are, let's say, could follow this point here. Alright, That's okay. Let's go to the edit mode. Grab this point, hold skeptical up. This can throw a, B and keep offset. Go to Bose. And now let's see what we got so far. Qi and Yang now is working correctly I think. And we need to move this one. And let's see what we got so far. Everything looks okay. Alright. Everything looks okay. And when we make it drifts, everything looks okay as well. And if we move this bone here will be open and close it without any problem. That's cool. Bringing to this here alt key to reset. It's alright. This one, we can look all the axis and keep the x-axis open like them like that, and keep the ECS Open. Alright, to avoid any problem. And what else? This one right here, I can keep it free accurately. That's will be better. I think we're almost done. We just need to give these bonds a Heaps, I think. And that's it. Alright, so, yeah, that's it for this video and see you next. 73. 073 Rigging section Adding extra bones to create the suspension effect: Hello everyone and welcome back here. I just taught myself why I don't add more controllers to control the body. In case, for example, if I want to tilt the body towards darken or to this direction. I mean, if we assume that this is the body, maybe I can tilt it like this. Just a little beds are tilted like that. Something like this. Alright. Let's see how can we do something like this? It's like we want to make the suspension like work like the real cars or trucks. And maybe making the shock absorber. Working like a real car. The CEO can we do something like this? But I can do is I can go to the edit mode, Ferriss, and maybe I can select the this part right here, the road and hit Shift D and just take a copy maybe right here we can put it in, rotate this kobe like that Nanodegree. And maybe we can make it small and hit Key and maybe we can move with them both right here. Something like this. Alright? The, the whole track will be connected to this point. And I will hit Shift D to the Z to take another Coby and put this code. We may be right here. Okay, when I moved the spawn, like this or like this, the body will follow it. And when I complete, you will understand the CNR where I did that. First. Maybe we can, I don't know, maybe we can hide some bonds. Okay. Alright, so did we created layers? We don't create a layers. Okay. Let's select some bones and high them, put them inside layer. Or maybe we can make the bones in the front so we can see them better. Okay, Fair think let's call this newborn that we just copied. Let's call this maybe suspension. And maybe we can call this one suspension point. Something like this. You can call it any name you like calculate. Alright, That's great. Okay, don't connect these bonds for now. First let's try to, we need to connect the body, the body with this one. Let's go to the pose mode, hit tab and go to Boss Mode. Now we are controlling the body by using this. And now the body is connected to this point, I think the small right here. And this bone should follow this point as well. So the first thing, the select this, hold Shift, grab this. It can throw be and keep offset. That's mean. When this bone move, this one will follow it in case we want to make it drifts. And this poem, maybe he would follow. Yeah, Maybe you should follow this one as well. Halting of the club less controlled. B, give us the both of the, both of them should follow this one. And nobody should follow this point right here. I will go to the bus mode and the crop, the empty hold, Shift, grab this ban, the syllabus, the syllabus hold Control and deselect them. And it can throw be enqueues bone. Now, the body moving according to this spot right here. All right, let's cool. Now let's see how can we create a relationship between those. I need this ban, follow this one. Whatever this bond goes. Maybe I push this right here. I need this bond to follow it like this. If I move, if I move the ball right here, for example, I need this point, follow it as well. So in this case, we need to use their constraint. We need, we need to use dumped truck or this and pick the armature and cures the suspension points. This point right here in the bone, go here and type SUS suspension points. And we got it or it. Now if I move this bone cake and how the body is following this. Alright, something like this But if I scroll back here, the influence here, it's very strong. If I reduce the number right here to, for example, buoyant one, I can make the influence a little bit slower. Now if I, if I move as you can see, the effects become less and that's what I want. So boring one is okay. You can go beyond that if you like. Alright, so now I have something nice here. If I move this bone to the left or to the right, buddy now it's following the the bone forward, backward bots. If I take this to the Z axis, nothing happened. I need to have the ability to move the whole body down and up. I need another constraint, or at least in like this. And let's add another constraint. I will use COBie location, juices. And let's close this one. Q is the armature. And pick the suspension point right here. Now, this point follow this. The suspension point. Because the target and the ulnar is in the world space, three loads to local, local space. This one as well, Local. And that's great. All right, Now we need to see which axis we could follow. I will go to the bone here and activate axis. Axis activated. That's cool. Now I need to check the axis. Alright, here we have the Z-axis, X, and this is the Y goes up. So we need, why? Turn off the Z, turn off the extra, don't need them. Now if I grab this and hit G, are Atlas due to the local, I think that's will be better and let's activate the use my hair. So now we are in the local mode. Now if I grab this down and up, now the bone is followed. And if I crop this to any direction, it will, everything will happen. All the constraint that we add here will work. Listed all the yield to reset the location. And we need to do something else here. Let's scrub this bone. The influence is very strong. Now if I take this down to the, if I take this like this. But their influence is very big. In this case, we can add 0.1 as well. Alright, now if I move this, now with the effect become less, something like this, maybe we can make it just a little bit stronger. 0.15 maybe. Alright, I will take this down. And now we got something that it's actually very cool, Very nice. Alright, now the bone wine, when the, when the body reach this area, bond goes inside. I don't like that actually, I will hit Alt key Torricelli's. In this case, we can make the influence just a little bit stronger maybe to point to grab this. Yeah, something like this. That's better. That's better. Alright, pointing to is okay. Alright, What else we can do here? Now we need to limit the movement of this point. We don't need this point to go like crazy and all that, or can we need to limits the the movement? So I will select the suspension point and I will give it limits location to limit the the movement or it's a suite. The transform orientation to local. I activated the gizmo. So now we are see the real darken of the bone itself. Because we are in the local. I will activate all the axes because I need to work with all the axes and kick this to local. That's very cool. Now what we want here, we need to add a number. I don't know what number I should add right here. But Let's test. For example, I need this to go to the Z. All right, that box right here. If I go to the left and if I take this to Z, it will not move right now because I, the, the limit is working. I will turn off their the limit location and I will move this right here. So right about here. If I move this about 112 centimeter, I will get this result. I moved it to the z-axis. So in the Basel Z, I need maybe I can add 110. Hit Enter. That's all Be okay for me. Now, I can move this through the should move acually to the z-axis. We are working in the local space. Alright, maybe we need to kick the opposite side. Let's take this back. In the minus. We need to take this about 150, maybe. The -150. Sorry, this is the minimum and this is the maximum. The maximum. I think we should add 110 here. And here we could minus 150. Let's see, do we have now something? Yeah, now we have something but we don't have the limits because this one is off. Now the limit is walking. Has very cool according to the number that we added here. Alright, so forward and backwards, we solve it. Let's check the left-hand, the right as you go to the front. So this is the x-axis. I will turn this off. I just need to check. I will take this almost right here or something like this. Will be cool. About about 100. I think that's what we'll be. Okay. So in the X axis, in the minimum and maximum, because we moved this to the positive direction, about 110, maybe the maximum, 110. The same thing we can add in the minimum, the same number, N minus -110. Now let's see what we got so far. Alright, let's turn on the limit location. And now we have limits. That's very cool. So we fixed forward, backward, and lefts and rights. What about up and down? Let's go to the right. Let's move this down. And let's see how much we need to move this down. Let's turn off the limit location for now. Let's take this to the local y-axis down. Alright, about 40, 50 centimeter minus, alright, 48, something like this, 45 minus. So let's go back here. In the minimum, -45, hit Enter. And the maximum, I think we can leave it. Let's activate this and see what we got. Alright, now we have limits. By the way, I, when I move the bone, my eye right here, watching the number here. Now if I move, check this, the top left corner. As you can see, I can kick the axis from here as well. Alright, so now we gave it a limit. Now we can move it like that, but make sure not to go too much because you will have some penetration here when you want to make animation. Just be careful of that. Alright, so one of the problem we got here, when we make some animation, we got a problem with the door here. We need to change the relationship of these points. Alright, let's go to the it is because we need to do that. And the edit mode, I will select this point and make this bond follow this because it should follow it up this whole to have the club this can throw be keep offset. Now, this bond follows this point in the box plot and thus it, Let's go to the Bose. One more thing here, we need to do it as you go to the wireframe. And let's pick this lion we created for the door. And let's make this line, the selected line. Let's make it follow this point as well. Hold hip the club this can throw, be and link, sit parent to bone. That's great. Now let's see what we got so far. We have nice suspension here. Now we can do some nice effect here. For example, when they strike, hits brake, should go forward just a little bit like this tilted, something like this. Merkle. If you want to take it down or up, the door, should work correctly. If I move it. India now is working correctly. This Chegg the the drifts work correctly without any problem. Front tires. Very great. The roots. Very crazy. Amazing. Okay, Very cool. Okay, Now it's time to give these bonds shapes. Okay, let's go back to the object material. I think we can do that and the next video, because I don't need this video to be solid. Alright? Yeah, I will end this video and in the next video we will create the shapes for the bonds. Okay, that's it and see you next. 74. 074 Rigging section Adding shapes to the bones: Hello again, and we'll come back here. Let's hit Create Shapes for the small. I will give each one a shape to control it. Alright, first let's start with the roots. We need to give it a spicule spectral shape. Okay? Alright, so let's see from where we can start. Let's go to the top and maybe we can add plane and move the spleen away, maybe right here and start with it. Maybe we can scale. There's just a little bit to the why and make cuts. Make the size just a little bit bigger than the truck, something like this. Maybe you can control it and you can scale it later or something like that. Let's move this right here. Top of it is more than maybe we can grab these. I don't know, maybe you can grab these vertices, this yellow, just a little bit like this. We can be bullets. Control B. It can throw heft B2B, all the vertices. Alright, let's apply this kill ferrous because we got problem when we made the bevel can throw a, apply the skill Tab Control Shift be after you select all the vertices, Control Shift P to bevel the vertices. And let's give it a bubble and maybe something like this. And yeah, that's it. Now let's go to Face. Select this face, hits X to delete and delete all the phase. I just need the edges. That's crazy. We, we done here. Alright, when you complete and create the HAPE, can throw a, maybe we can apply the rotation about the scaling case. We have any problem. Now we can go to the armature and then go to the Bose mode and select the bony that you want to change it. And go here to the words, it's to the bond properties and go to the viewport display. And here we have a cost object. Well this points selected and go to this eyedropper and pick the HAPE in a week at the hip right here. You can control the scale for the X and Y and sets. If you want to make this smaller. Alright, here we have an option to scale to the bond length. I will keep this on and I will grab this. And the skill It's, and the edit mode tub, it's a and the skillet embedded mode when you scale it and tap out, the, this one will be effected Oswald with it. One more thing here maybe we can do, we can move the ultimate forward. If we want to do this, we need to change the position of this one in the edit modes. Or maybe we can man abilities. These axes as well. We can do that. Maybe we came up with just a little bit like this. And the other assets. That's enough. So now we have this become the roads hours. What's next? Maybe this one. Let's give it a special shape. Let's select this one and hit M to create a new collection. Hit the New Collection and let's call this cables. Hit Enter twice. Alright, let's go to the topic and maybe we can tap, and maybe we can select edges from here, shift D. And with this a right here, P is to separate it. This four. Let's work with this new tab and select this hit E to extrude it. Let's extrude it like this. And maybe we can now extrude this edge right here. And maybe we can crop this and this and extrude them. But we are in the local mode. We don't need local mode anymore. Let's go to global and let's reverse two bounding box. Hit E to extrude those and hit S to the why to Bush those away like this maybe. Now let's see, grab these vertices because of the vertex. Then it's M and marriage in the center to have an arrow like this. Okay, that's cool. And maybe we can add an H right here, Control R. Maybe we can rotate the chest a little bit like this and move it down like that. Okay, that's cool. And we can add an H right here in the middle in mirror or the side. Grab this X F to delete this face. Club those Shift S course are too selected. Tab I'll try to click Set Origin, origin to 3D course are to bring the to bring the origin dot right here in the position of the 3D cursor. Alright? Now we can use middle, go through them with the fire and add mirror And that's great. I would like them or you don't need it anymore. Top. Now let's select all the faces. You can hit a actually if you want, and then hit X and 2's, sorry, just hit Control X to delete all the faces. And then with this face selected, it takes enqueues only to open that delete menu and choose olive face. Now we got this. Cool. Alright, I will move this maybe right here. Put zero, and let's go to the bone. Make sure that you are in the boats mode. And then go through the bone properties, go to the costume, and let's pick this one. And now we have something here. You can, if you like, scale to the point size and we have something cool, we can use this one as well to the steering point, I think we call it yeah, select this one and pick this same object here. And that's cool. You can turn this off if you like or keep it on. Now we got something cool here. Alright, What else we need to create an RO for this bond maybe. Alright, the shell, can we do that? Let's go to the topic and maybe we can hit Shift a to add. Alright, sorry, Let's go to the object. We need to go to the object, Shift a to add plain. Move the plane right here. Hit S, make it small, maybe something like this. And tab. And let's see, grab these vertices, maybe in key and move this right here. It's either through this like that. And maybe we can grab those and those sets E two extraordinary. We help problem here. Hard does not gonna work like this. Let's select this edge, this edge, and it's E to extrude, then S to the x2, extrude those away. Something like this. Club. These vertices hit M and marriage and the center. And maybe we can make this a little bit smaller and take this bag, maybe something like this. And now select all of these faces and hit Control X to dissolve them. And then X and choose olive face to have this one. Alright, we finished. We can make the clause right here maybe. And then crop the armature, hit tab and go to the most mode. Select the bone that you like to change and go to the bone properties. Eyedropper, pick the arrow and we got the arrow. But because this one was big and we scaled this down, we have this result. Maybe if we apply the skill, Yeah, Yes, I'll blow this to kill. And now we got nice shape here. Very cool. Maybe I can use the same R0 and do something else. Let's go to the top. And maybe we can this tablet mode and select this. Lissa, bring the 3D cross with a selected. Whereas it, I will tap out Shift S N course have selected here, now we have it here. Cool. All right, Let's tablet mode and go to vertices, select all the vertices and the transform pivot point. We need to change this to 3D cursor because we need the 3D cursor to be the pivot point. I will have HIV detect, Coby and Arthur rotate 90 degree like this and hit Shift R couple of time to have this cape. And maybe we can move these vertices G and move this and stop it with this one, crop, this one Hickey and stop this here. Glob of those Hickey hold can throw stones. Here are the same scenario for this. That's great. Now, we need to delete these edges here, X, t0, and they call these vertices. And the X-ray mode has Z. Those, all of them had em and married by distance. And now we have four vertices marriage. We can grab those Control Shift P to give them just that nice purple like this. Maybe what else we can do here? Let's see what else we can do here. Maybe we can grab these vertices and hit the key to this. You can just move those down just a little bit. Alright, so now we have four sided arrow. Let's go to the solid. Select this one, this bone right here. Alright, so we can select it. Cool. Let's go to the bone properties and pick the same shape. Cool, very nice, but we have one a problem. This goes to the wrong direction. Alright, so as you can see, the why for this object goes like this. And the wife or the bone goes like that. We just need to align the way. Alright, we need to align this to the why. What we can do actually, we can go to the, see what we have here. The select this object first. And let's go to the origin and we can rotate the origin actually, we can make Y goes up and that's it. So hit R to the eggs to rotate this hold Control to snap it and rotate 90 degree and we just fix it. That's it. And then turn this off. Now we have this cancer, all are here. Take this bag. Then we can use this one. That's better. Cool. If you want to scale it, make it big. You need to grab this top it a and then S to scale it. Then tap out and kill this. This whole to work. Very cool. Let's move this just author with OA. Alright, so all of these shapes should be in the shape collection. Let's hit M and Q is shapes. That's cool. Now they are in the heap collection. Do we need anything else? Do we have ng-controller? Weakest, forget. We have the roads already. We have this four drifts. We have this one to open and close the door. We have this one to cancel the suspension, and we have this font to cancel the steering. I think we don't have anything else to do here. Is when you combine it and satisfied with the result. Now you can select all the bonds that you want to hide just to let them like that. Okay, maybe club those here and those here as well. And this one right here. And when you select all of these bonds, you can hit M to open the bone layers and put them in LA, or you would like. Now all the bonds inside this layer, now I can pick another layer, maybe I can put them right here. And now they goes to this layer. I can unhide them, hold shift and, and have them like this. And click or I make this one octave. Now this heme become more cleaner. We, and we can grab the heaps as well if we like. And we can hide the shapes. Actually. Know these shapes. I mean the MTS here, where are they? Yeah, from here. And hide the shape as well. We don't need them anymore. Now the scene become cleaner and everything looks fine. Let's kick of the result. By the way, the axis for the bone, for the bonds still activated. I can turn that off. I can turn in front of as well as will be better. And I can unhide the links from here, I think. Where are they? Relationship lines? We can turn this off. Don't forget this one. Fluorine. If you need to fix any error, you can, if you, if you will need to add anything, make sure to activate it because it's very important to let you know where you, where the lynx goes. Okay. Now let's check. Is everything is okay. Cool. This one. All right, as grades. And what else? This one. Alright, that's cool. The small right here. Very cool. And the roads are a great, very cool. Now the truck become ready and everything is cool. We don't see this. The camera, we don't need it. A very nice. By the way, if you want to reset anything, for example, if I move the roads and I need to reset the location, yes, hit Alt key. If I rotate the root like this and I need to reset the rotation, just hit Alt R. And the receptors. In the same thing goes for all of these bones. Listed. Bring the 3D cursor in the middle, Shift S and corso to the world origin. And yeah, now I can end this video. Everything looks fine, beautiful and ready. Cool, or we just need to render it and that's it. That's it for this video and see you next. 75. 075 Render section Rendering the truck with simple scene: Hello everyone and welcome back here. Okay, Now is the time to make a render. If we need to render this, we need to add a camera. I will hit Shift a to go to the Add menu and then choose a camera. Now the camera is right here. Let's pick have you, for example, we can, alright, this view, maybe it's nice. I will position the camera to this view, just hit Control Alt and zero. I will activate the screencasts. I just forget that. This ad here, number one, this right here. And then just hit Control Alt zero. And now we position the camera to the view. After that here we have the focal length. I will change this to 120 millimeter and I will hit Shift, tell that to to access the the walk-through so I can control the camera. And now I will use WASD, like you are blank again and guess move that camera bag. Something like this. You can rotate the wheel of the mouse to make the movements slower. Or something like this is nice for me. And I got this result. Oh, that's cool. I've started that. I need to add plane underneath the truck, hit Shift a and let's add plain scale. It can make a big, something like this maybe. Oh right, That's cool. Let's go to the object data properties. And we have here the visibility. There's activate this. Here we have an option called shadow catcher. We need to activate it. Alright, and for the ray and visibility, or if maybe we can, The activates some of these options. All right, let's leave those as they are for now. When you activate shadow catcher, this plane will be disappeared. Or let's say what will be mixed with the background and weakest going to catch the shadow underneath the truck without seeing the plane. Now if I go to the camera and Z and go to the Render, see what we will get. As you can see right now, I have the header on the plane, in the plane now, almost mixed with the background. That's why I used activated the shadow catcher here. If you'd like to can rotate rotate the environment as well. If I sublet this window to to window here, we can go to the shader editor and let's go to the world. And if I select this image and hit Control T, no triangular will, will add mapping and coordinates. I can use the zero rotation to rotate the environments and gets light from lighting from another direction. Alright, something like this. And that can add extra lights if I like to illuminate the scene, or I can increase the strength from here. I can change the background color from here to white, maybe, to a black to whatever color you like. And let's make our first render here. Let's select the camera and hit Shift tilda to activate walk navigation so we can control the camera like you are playing a game. Hit W to go forward just a little bit. Because they need to just make some small Zoom like this. Hello rights. Or maybe we can go back just a little bit. Alright, that's cool. Now let's go to the Render Settings here. And here we have a viewport render setting for the viewport. And here we have the final I will not use that noise threshold. I will use symbols. Just add the number that you like. And when you add more here, you will get more clean results, but that's needs more time to be done. And don't forget to activate the noise to help us to give us better result. For me, I will use maybe 300 pass or samples here. And I think that's it for this. We don't have much to do here. And now we can make Orpheus render here. You just need to go to render and then render image and you will be done. I will learn that this image, and when render is complete, I will be back. Let's go the solid fairest, I think that's better and then go to render and Render Image. Okay, Now render is done, and this is the result. As we got. This is the easiest way to to make rent or like this. Let's see how can we create another scene. I need to add some symbol objects and use and other lighting technique. And let's see the result, how it will be. Alright. You can save the image, just go to the image and then Save As and save it. Alright, if you like, just give it a name. And from here you can change if you want to save it with B and Key-K, big or water or whatever format you like. And then hit Save image. And that's it. Let's, you could tell from here. All right, let's listen. Create a simple scene here first, let's make a scale to this plane here. And let's try to create symbol objects and put the camera in another place. This to create a cube here. And this move this cube maybe right here. Yes, let's make it big like that. Maybe we can take this up and let's tap it more. Maybe we can take this face up. Somebody like this. Maybe. Maybe we can move this phase just a little bit like this. Alright, let's hit K to activate the NF2, or maybe we can make a cut, goes like that. And let's take this vertex and they just need to move it like this. Maybe I can move those. And I can move those as well. All right, something like this from the fronts. I think we can move this up and align it to the ground. Enlisted lake this plan and make some changes to this, make it big like that. Hold Control and snap it. And let's take this vertex with this one here and move those like that. Let's go to the camera is zero and select the camera, tab out the camera and then hit Shift tilda to activate walk navigation. And let's put the camera in another place, maybe like this. All right, something like this maybe. And let's change this to a 3D view board. And let's keep it on the camera in here. Let's make some change. Okay? First let's make this plane a little bit big like that. And the from here in this area, we need to create something very simple. I think we can make change to this design. Like taking these vertices down, something like that. Alright, that's cool. Alright. And we can give it a bubble for like subdivided if we like, we can do that as well. Alright, so this creates a cube here, hit S and make it big like that. And let's make this penetrate the design. Something like this. And let's make a slice here. I need to make a slice right here and the slides right here as well. In this case, we need to activate and Aldon and the preferences is called. Whereas it's a scalpel tool, be double 0, L will talk to us activated. And when you do that, you will find this right here. Alright. Lets you can reuse it. I will teach you how to use the shortcut to access this edits. Or let's say this section right here. Select the kettle because we need to use this one as a Qatar hold Shift. Select the target and then hit Control Shift B to arcus to access the Bowl Tool and we need to use slides. Now, what I did here, I got three pieces Alright, that's what I want it here. But I think let's hit Control Z a couple of times. I think we need to make this a little bit smaller, the cube. And maybe, maybe we can add more cubes here. Hit Shift D and take a copy maybe right here, either kobe, right here as well. Something like this. Crop these three cubes and hit Control J to make them one piece. And then select them and then select the target, hit Control Shift P and Q slice. And now we got slides. After that. Let's add a bevel. Just select any object you like and just add a bevel on it. I think we need to, I would like to scale for this object, hit Control a and apply the skill. And now let's give it some bevel here. Maybe we can add three and use Hard to normal and activates Auto Smooth for this. And let's cope with the same level of from, from this object to these as well. Select this one hold here to copy this Control L and kobe modifiers and apply the scale. Would this apply the skill for those can throw layer by the scale. And let's activate auto smooth for this. And there we go. Now, we got nice slices right here. We can see them inside the camera. Okay, now what's next? Let's add a cube. Let's use this tool. Click and drag. This creates something like this. Alright. Hits half the space to choose, Select tool, sorry, select box, and then hit D to take a Coby. Let's other kobe right here. Maybe. And maybe we can edit this just a little bit tab in the Cyclopes vertices. Let's move this just a little bit right here maybe. And take another Coby, have the atlas and other copyright here. And top handless, select those here, G and move those like that. Oh, that's cool. And let's make the ground a little bit bigger. Club that vertex and this vertex and hit G and move those bag like that. Alright, so let's we can do here. We can maybe select this and hit Shift D, and they are copyright here. Endless movies. Here may be in touch. It is more to grab this face and he'd kitten move his right here. I just need to block this area. Alright, that's cool. What else? Maybe add an H right here and snap it with this one and select this face and extrude it, maybe it E, because I need to add the light source right here. Okay, Now let's, let's put the 3D cursor right here, Shift a and less other light. And let's see what light we can add here. Alright, light. And maybe we can use sun light. Actually, what we need to cover this, We didn't. We need to add the roof here to block the sunlight to come from above, because we just need a light goes through these, this area here. And that's very symbol actually less tab. And maybe we can select this face and this face. Hit Shift D take a Coby and MPS are separated. Gravity tab club, its vertices, hit key and those other cup like that. And if you'd like to extrude, it gets a little bit. That's okay. That's great. Now let's add the sunlight and we that we add right here, listed here, sorry, let's select the sunlight and he can't, and let's move it. And Liz pointed like this. And here I will go to render because I just need to see the results with regard so far, which would have some lighting here. And for the ground, we need to delete the shadow catcher from it. We need to give them a material. Let's say credit. This other symbol material. The syllabus to two. And let's go to the header editor here. And Let's go to the object hitting new material. Let's make a dark material with a little bit of flexion. And let's apply the material for the rest. For now, select all the geometry. Hold here, take off the ground control L, link there material, something like this. Whereas the sun, we didn't see anything. Alright, we rotated the center of the wrong direction, are too busy and rotate it like this. That's cool. And let's rotate it down like this as well. Let's go to the environments. By the way, we still, we still use the HDRI image. Listen, increase the power of the sun. Let's go here and let's add maybe 50. Alright, now we have some lighting here. From here we can change the light or something just bluish, maybe just a little bit, not too much. And we can here, we hit, here, we have here we can control the strength and we can control the angle as well if we like. Now we got nice result here. Actually. Let's change this. Let's add this number. By the way, when you, when you cheat the number right here, you will affect the hardness of the light. For example, let's add number three here. Now the light become more soft. And maybe the direction as well we can control it, are too dizzy. Get something like this maybe. And let's add another light source here, emitting lights down like this. Let's put the 3D cursor right here, Shift a and maybe we can add the spotlight. He heated this year and less. Take this up here. Somebody like this. And let's make the corn big con size. We can control its from here. Let's change the bar to maybe 1,000. Or that's not make sense for smoothness. Maybe right here. Let's add 5,000, eliciting the color, the color to something bluish. And for the sunlight, maybe we can reduce the strength to maybe 30. And let's make it just a little bit blue. That's great. Now he got very beautiful result here. How about the Qur'an? Maybe we can work with the crown just a little bit. Let's duplicate this material and let's call this the ground. And what we need to do is let's go to material preview for now. Alright, and let's add some note here. Okay, Let's masquerade texture. It can throw skeptic list so we can see the result here. Alright, now we have something I can't molecule. I can isolate this and go to material preview from here. I think that's will be better and hit Control T to add my being anti-Castro coordinate. And maybe we can use objects coordinates. Thus maybe better. And we can add some details here. Alright, add some details and dimension. Maybe we can change this, but just total width to add more stuff here. Alright, something like this. Maybe we can. Alright, let's see what we can come up with this option here. More details we can add to get our result like this. And after that, I will control the final result with the care of cubic curve. And let's take this down and this up to get that as of this and we can plug it to the roughness if we like. And let's see that result when we plug the principal PACF, as you can see now we have something are here for the color. We can, we can change the color as well. Alright. Something more dark. And we can use the same node to the normal by using bump Like this right here. And we can apply this to the heights. Now we should see something in the, that's right. Now we have something here, but that's too strong. What we will do is we will add point to maybe still too much. I think. That's cool. This other value right here, CH4 value. And let's put this value and this killed if we need to control the scale. For example, maybe we can add here three. Alright, I just made the texture smaller by adding the value here and cannulas kill. Maybe 0.05. Yes, subtle effect. We don't need that much effect. Alright, that's cool. And maybe we can manipulate that even more by adding another curve. Right here. Maybe we can take the white value down. And maybe this one up. Let's see what we will get. Artist, I think we made the scale very, very small. I think this case, let's take this to maybe one there, make it a little bit big. Now, it's makes sense. I think we can use it. Let's go back to solid. It's like to excite. Or that's very cool. Actually, we can use the same material for the rest of food. Like let's select all of these. Hold Shift, grab the Ground Control L and link them material. That's very cool. Now let's go to the render and let's see the result. The only thing that we need now we just need to position the camera better, I think. And then make the render. I think the camera, which is very nice, we just need to make render and see the results. Alright? Alright, that's cool. For the setting. I will note, I'm not going to change anything here. I will accept all what I did here and I just going to hit render and see the final image, okay, go to render and then hit Render Image. Alright, here we got another Render Result and straight, nice and beautiful. I think. A very cool lighting and soft and cool, beautiful. Alright, I will end this video and see you next. 76. 076 Rendering section Creating new scene to render the truck: Hello again and we'll come back here. Let's try to create another scene. I will select all the object I created and I will put them inside a new collection. Hit M and let's call this may be scene one, maybe hit Enter twice and you can hide it and turn off this camera icon. Because if you don't, when you make render, all of these objects will be visible in the render. And notice tried to create something else. And maybe we can bows the truck and do something. Select the bone and hit tab and go to Boss Mode. And the less, maybe we can move the thrifts just a little bit and maybe, I don't know, BYUI can rotate the wheel, something like this. Alright, maybe we can move this one just a little bit like this. Alright, let's see what we can do. Okay. Fair thing that's changed the position of the camera. Select the camera and his zero and less hit Shift Tilda. And let's put the camera That's tried to pick another view. Maybe something like this. All right, something like this thing will be nice. Alright, let's go. And let's see, create the boxes here. Hit Shift and this creates a cube. And whereas the cube is right there, okay, let's make the cube small and less. I think we need to turn off this cavity to make the performance a little bit better and faster. Tab and go to vertices, these vertices Hickey and take this down, make this tall. Somebody like this, maybe even more, just a little bit, not too much. And hit G and move this from the top. Maybe. Let's put this underneath the tire. And from the front or any of you had key and let's put this maybe right here. Something like this. And let's give this a bevel can throw light, apply the skill first in case we have problem and let's add the modifier and let's add maybe five centimeter or less too much. Alright, maybe we can add the three. Something like that. What else? Maybe we can duplicate the, the bevel modifier and maybe we can Vivaldi's as well, add 0.5. So we get a result like this, or maybe point to enlist a two segments here right here, and activate higher than normal and activate auto smooth to get better result. Okay, something like this is very cool. Let's hit Shift D to take another Coby. And maybe we can with this one and don't need this tire here. And from the top hit Shift D to take another Coby. And this was the smart here. Have the to add one here as well. Alright, something like this. And now let's keep taking copies and change the length. For example, I can drop those and take this up like this and make it a little bit wider. And maybe we can select those here. The CEO many bevel we add is for each one, I think one will be okay because that's too much. Or at least select this one. Hit Shift D to take COPD maybe right here. And let's move this down due to the Z. And we just need to create a variation here, crop the key to the Z, move this up, something like this. Maybe we can hit Shift D to take another Coby may be right here and Hikida fuzzy. Alright, something like this. Have the Shift Z to move this to the X and Y. Alright, another Coby keep duplicating this object to create something interesting. As you can see. Now we got something nice here. And we can cope with this one here if D and make a tall these vertices and move this up and hits here the to the CN, take this down and maybe we came up with just a little bit, maybe right here. The Z, maybe we can move it here and take it back. Alright, that's cool. One called may be right here. And maybe we can make it a little bit wider when, when, when you complete scaling control ALS kill. To get better results. I mean to get, to make the bevel work correctly. Alright, What else? Maybe we can take this just a little bit. All right, That's cool. Let's take another kobe right here. Scale it just a little bit more. And hit Q to the Z, move it up. I can throw light up like the scale And maybe we can hit Shift D to take over from this hip Z. Let's move this right here. And Hikida the Z to take this down. And maybe we can hit Shift D HEVC to put this maybe right here and take this up. And maybe you can duplicate it even more. And shipped out to to duplicate it again. Writes What else Maybe we can take Colby from this have D and they hit Z. Let's move this kobe right here, Keith to the Z. Let's pull this up. Not too much. And maybe take another kobe right here. Alright, so we just covered we fill the area, the camera frame. And that's what we want. Maybe we can I don't know. Maybe we can duplicate those. Forward. Shift our cable time. And maybe I don't know, Let's see what else we can do. Maybe we can duplicate this that are a couple time, alright, and make some variation. Key to this ENT, this town. Take this down just a little bit. Just make it some variation there. Are that's not going to walk. Let's take this down. Yeah, something like this. Alright, that's cool. Now let's hit Shift a and let's add a lights. Alright, let's see what I will add sunlight. Okay, and let's go to the front. I need to rotate the Sun like this. Hit key and let's move this right here. Maybe rotate it just a little bit more like that. And let's see the result here. I think I will, I don't know. I think I can turn off the environment, but let's see, Before we do that, Let's see the result. There's got to the render and see what we got so far. Alright, what would the sun selected? Let's go to the sun and hit. Maybe we can add 100 as a power and change the color to something blue. And for this stuff, objects, we can give them a material. Alright, let's see what material we can pick. I will choose the ground material. Search for foreground, whereas it, yeah, this one right here, just light for one. And then let's select the other boxes here. Actually, let's select them all. Maybe we can put them inside your collection. All right, let's hit M and New, and let's call this scene to hit Enter twice. And as it is called a glove, this one, or sorry, make this one that active, select all the boxes and make it this one the active. Just hold Shift and click on it and click again, Control L and link material. And they'll all the materials now have the ground. Alright, I just going to select one and I just need to see the results. I have some blockchain is, as you can see here, I think I need to reduce that effect just a little bit. The see the curve Control Shift click and the cell. Can we do that? I will delete this one gets selected and hit Delete. Let's take this up. Or the dark spots. Yeah, something like this. That's cool. Let's try this. I think that's better. We can make it more often. We like. Alright, cool. What about the, the bomb? Maybe we can add 0.0 to make it very, very subtle. And I don't know, maybe we can I don't know, maybe we can change or duplicate these for the bump hefty and let's copy those sorted lists. Coby The, alright, let's copy all of these knots here, hefty and their copyright here, and plug those directly to the bumper, to the height. And let's see the results. And from here we can control it better. Let's add 0.5. All right, let's hit Control Shift right-click so we can see the result. Alright? That's cool. Let's go to solid and let's check the render here. Let's see what we got so far. Here's the and go to render this cool, but we need to can throw the sun even more this Zeit. And let's select the sunlight and maybe we need to rotate it just a little bit. The see the result of we do that. What can happen? And let's make the, the light smooth. Let's add maybe one here. I don't need the light to be carp. We can duplicate the sun hit hip, the intake, another kobe right here, and hit R and rotate like that to get lighting from another angle. And for this and the for this son that you want, let's change the color to something grade maybe. And let's reduce the effect to maybe five. Let's see the result. I need to be subtle, not too much. Maybe ten. Alright, cool. Hey, maybe we can take another Coby. Have the end. Let's take a copyright here and let's rotate it towards the truck like this. Maybe we can width right here and rotate it like this. And maybe we can reduce the strength to maybe five. We need the effect to be subtle. I don't like the chador on the wheel right here, so I'm going to rotates the sun. Don't worry about the, about the position even if you put this right here, That's full rock and it will give you the same result. Alright, let's change the direction of this sun just a little bit less, waits to see the results. Alright, so now we've got nice lighting, almost. Always. One more thing here we can add, if we like, we can area lights. Let's add the error lights. And the CR is it's right here and let's kill it and get to be long like this. Or that's too much. And let's rotate this to the RX 90 degree. And let's put this life between these boxes from the top. I think that's better. For example, let's take this one right here, and let's put this here maybe. And let's move this down key to the Z. Make sure there is no Pam penetration or overlapping. Let's put this rear maybe. All right. And let's increase the power to maybe 1,000. Key to the Z. Let's take this up. I just need to see the effects. And let's change the color to something blue like this. And the front of the tub. We need to duplicate this and put it in different places. For example, hit Shift D and let's take a curve right here. And let's rotate it. And make sure that this slide should not be visible to the camera. The camera, whereas I kind of this right here should not see this light. And let's take another Coby maybe we can put right here. And it can throw em to flip it, store this data can. And maybe we can hit Shift D, take a cobra, maybe we can put right here and throw it at 90 degree like that. And hit Shift D, take another kobe right here. And we can kink the color to something maybe, alright, if we like. All right, let's take this down just a little bit. And let's go to the top Shift D. Let's take a copyright here and rotate this. Something like this. Maybe we can take this up so we can see some lighting. And what else? Maybe we can hit Shift D, take another Coby here and take it out. Hand can throw em and choose the axis to the why to flip it. And now we have some lighting here and we can do make, make, make that even better. Let's go to the top. Sorry, no, it's from here. Let's put the top here. And let's take another Coby. Maybe we can put this right here and rotate it All right, somebody like this. Alright, let's pick a blue, one, blue light and hit Shift D. And let's put this one right here. I need to see some light right here in the front of this box. And I will use this one to do that. So let's move this right here. And maybe we can take this up just a little bit Q to the Z until we see some lighting there. Alright, and I think I should put it right here in this area. All right. Let you go to the top again and we can take another copy. By the way, you can use Alt D to duplicate. If you hit Aldi, all the duplicates will be controlled together. For example, if you change the strength, all of these, all the other duplicates will have the same change. So I will use Aldi and less. So add one here. Oh, that's cool. Now, for this far area, the see what we can do there. Maybe we can duplicate this one. Did we added we add the lights right there, but tweeted then move this up. So let's move this up key to the Z. All right? Maybe we can duplicate and add another more right here and move it like this. S to scale it just a little bit more of this right here. All right, that's too much actually. Alright, now we can make render. And let's see the final results for you. Do that. Let's check the camera. All right, everything is cool. Alright, cool. I think we can reduce the power of the sun here to maybe therapy because that's too much, is very strong. And maybe we can kink the angle to make the light softer. We can clean this to five and make it very soft and for the sun as well. Yeah, ten is okay. Maybe we can make this smooth five. What about this one right here? Let's change this to maybe five as well. To make the lights software. Alright, now let's make render and let's see the results. I will go to Solid mode and then go to render, the view render. And let's change the slow to me before. Let's making you wonder here, excites and go to render and Render Image. And by the way, just in any to mention something here, if you need, you can change the resolution from here. Alright? Okay, Let's go to render and Render Image. Render is done. And I got very beautiful image right here is very nice. The effect of that blue light and the red make the image more beautiful and give us nice feeling is very smooth. Especially in this area here. And here. It's very nice. I like this, this tile. Alright, so that's it for the course. It's very easy to create the scenes like these. And just by distributing some boxes and add some light, you can get very beautiful result here. Alright, I will end this video and thus it's see you in the future or courses. Goodbye 77. 077 Render the scene with Eevee: Hello everyone. I will come back here. Let's see how can we are under the, the try cool with, with Eevee. Okay, in cycle everything is nice, everything is good and okay. But what about Eevee? Let's go to that under setting here and let's change Rendering getting from cycle to Eevee. And let's see what's will happen. Okay? We still have the environments, length, the HDRI image, everything is ready. Okay? His you and go to render. And this is the result. As you can see with Eevee, we need to make some tweaking. So we make so we can make this Friday ferrous for the glass weekends, Heathrow, that's been we need to tweak it and all the lights are on, but we can't see them. The front side and the rear side as well. Okay, let's see how can we do all of that? Is firstly, start with the windshield. Okay, if we want to make the glass transparent, Let's go to the object material for the windshield we created to kind of glass the dark one and the white last. Let's start with the white glass. Let's see how can we make it transparent. Here we have the alpha, alpha amine. Alpha helps to make the objects transparent or not transparent, less create for example, a cube here. Just for demonstration. Maybe we can make it a little bit thick like this. And let's give this some material. Now we have a material to this cube here. Alright? What lists you with? We can list, take that off from this to zero, and let's take this just a little bit back. And let's give a transmission to one. As you can see, there's nothing. I can see. I think it's a mirror or buts is a glass, but I can't see it. Throw it. If I want to see throw it, I need to manipulate that Alpha. And if I take the alpha like that, I should have an effect, but I need to make a tweaking and the setting of the principal, the SDF. Would this node selected the principal bit SDF? If you go to the Materials section here, I will find the setting for the material itself. Here inside the settings section, I have the blend mode and shadow mode for the alpha here, or let's say for them, for the node itself prints so PACF. Alright, if I change those here, we have multiple option here. A blend mode means that alpha will control the Alpha. Okay? As you can see, if I take this, nothing King, I can't see through it. But if I change the blend mode of the alpha to alpha, a blend for example, let's choose this option right here. Alright, after that, less money believed that Alpha and take this bag, as you can see now, we made this object transparent. Here we have alpha and alpha heisst and Alpha blend alpha at lib. It's like on or off. Either the objects become a full, full opaque or full transparent. Alright, it's on or off. But here we have these options here. Alpha is more accurate than Alpha blend. If you want to use alpha hatch, That's okay. It will give you more accurate and the reason a reasonable result. Let's scrub this. As you can see. We have shadow and we have noise and sampling happen here. And Alpha height works more accurately as compared with alpha blend. That's about transparency. Here we have this much for the shadow, how the light will react. When go through this piece of glass. If I hit Shift a to add the Enlist, for example, plane here, the scale at the end. Let's hit Shift M. Maybe we can add the spotlight right here. Hit G, and let's move of the sporophyte light here and maybe we can, let's move the spleen gets a little bit. And let's give it a dark material, maybe the spleen. And Let's increase the roughness. Or at least increase the strength of the light to maybe 200. Alright, let's make this pointed like that. And maybe we can add 1,000. I should see something now. Alright, as you can see, this is the result. Now we have a shadow here. I can control this shadow by change this syllabus. The glass here I can change the shadow mode from opaque, opaque. That means there's no light going through this class. But if I change this to Alpha heisst, I can see something in now. Now the light will go through the window. So it's very important to change the both of them. The syllabus, sorry, yeah, the Alpha blend, the blend mode and the shadow mode as well. We need to do the same scenario for the windshield and other glass material. Okay, let's delete this one and delete this and less. Maybe we can put this right here or delete later. Alright, let's talk with the windshield selected and let's go to the white with class material and less timber or less. Take the number to maybe 0.6. And let's go to the setting here for this node. Whereas the setting here, yeah, for the blend mode, I will use alpha hash because it's more accurate. And four, for the header to help the light to go through, I will use alpha highest as well. If you want to make the process more fast, you can use alpha Blender. If you'd like to make it faster. As you can see now that I have the ability to see through that window, if I want to make it more or less transparent, I can push the alpha value forward. As you can see, I have a difference here. Alright? You can control this value here. While it's wet about the glass, the black, I will leave it that black. The black dotted class. I will leave it like this. Or what about this side right here? I can select the nodes and go to the setting here and change the blend, the blend mode to alpha plane and the shadow to Alpha hash. And then add here 0.6, maybe the same scenario. And we have a transparent glass. Alright, what about the front HeadLight, the same scenario. Select the material, go to the setting, change this to Alpha blend for heist, and then add maybe 0.7 or maybe buoyant six if you like. Now we can see the front light. The same scenario for this piece right here. Just going to show in a minute. This one. We can select it and we can target the glass material. I think it is right here. And let's add points six alpha. And then let's go to the setting for this alpha blend. Shadow, Alpha heisst. That we should see something. I'm alright. Alright, I think here we have to kind of, yeah, that's, that's right. Let's push this to one because I need to change this one. The front is material. Alright, let's go here, showing this to Alpha blend, as you can see, alpha hashed. And here you can add the number for the white glass, this type 0.6. That's great. What else? The same thing happened right here. This kick, and let's see how many material we have, just one material. Alright, let's change the blend to Alpha blend. Alpha heisst, and let's add here 0.6. Cool, Very cool. Now we've fixed lighting. I think this is the dark. I think we changed the dark material because we added the dark material for the lights for the half here. And because of that is affected. I can do locators if I like, and make it unique and bring it and make it dark. Or maybe we can change this to 0.7, make it a little bit darker. But that's what it figured the lighting here because they're sharing the same material. All right, anyway, now we finished with the glass and now we can see the light and everything is cool. The next step will ask we need to make, we need to go to settings and activate ambient inclusion and exclusion will give us dark shadow inside the cavity. Check the result before and after this, after I had this before, It's very important to keep this activated and maybe push the distance just a little bit more. And the grow the empty collusion. But not too much because if you added a big number right here we will gets unrealistic result. As you can see, this is the result for the HDRI image. We can delete the HDRI image and we can use lighting I will oblige the environment directly to the output like this. And maybe make this a little bit gray like that. And I will use the normal light lighting system. Hit Shift a and less, add the spotlight you to the Z. And let's take this up. The CEO or should we put this maybe right here. And maybe we can make this a little bit soft the lights by manipulating the blend here. And let's increase the number two, maybe 500, or that's less, maybe 2000. Sorry. All, now we can see some light here. Let's move the light source. Maybe we can put this right here and pointed, use this yellow dots and pointed to that car. And I will hit Alt D to duplicate an instance. And let's put this right here and maybe take another Coby Alt D. And let's put this right here and pointed towards the truck like that. And maybe one more here, Aldi. And pointed toward the truck like this. And now when you increase the light, you will increase the lights for all of them. Let's add maybe 4,000. And now we have more lighting here. I can't and I can scale this just a little bit so I can see what I did so far. Okay. That's too much I think because something like that. And make the spleen selectable. And selectable. I mean, that's cool. And one of the, one of the important thing that we need to do when we use the lighting inside Blender or using Eevee. We have an option is called contact shadow. Here. We need to activate it to get better results. Let's activate this option right here. And yeah, that's cool. Alright. If we like, we can add, we can add in the environment fog. That's will make the result more interesting. If I hit Shift and go to the shader, I can use principled volume. The volume to the volume right here and the world material. And after that, we can change the color maybe to something bluish like this. Alright, something like that maybe. And then came the density to maybe point to 0.1. Suddenly like that. I think that's still too much. Maybe 0.0 to somebody like this. It's nice. And I can add more lighting to get better results. Alright, let's hit Shift eight. Maybe we can add error lights if we need, or maybe you cannot sunlight for like as well. He and move the sun, change the direction. Like that maybe. And maybe we can increase the strength to five. But the sunlight will illuminate the whole scene. If you like it, you can use it like this. Or if you don't, you can use the regular light system that we have, a wave from the sun. So let's choose, for example, point light is working as well. Let's hit G and let's put this right here. It has changed up our two, maybe 5,000 h. I think that's too much. Maybe we can add 1,000. And let's change the position. Maybe right here. And kinda character something bluish as well. I like the scalar. Alright, maybe we can take this up. Yes, a little bit. After that, we need to add a camera here. Alright, hit Shift a and less other chimera. Alright, so now we got the camera underneath the truck. Hi there. I will hit, I will choose the suitable angle. Something like this maybe and hit Control Alt zero to frame the camera to the, the screen like this. And maybe we can go back, gets a little bits using WASD, like your eye blink again and pick. Let's frame it like this maybe. And maybe I can change the length to maybe 120 millimeter. And maybe for me they can All right, something like that. It will be nice. And now let's see what I will get if I make her render. Alright. And the setting here we have the sampling for the render and for the few boards. And increasing the number. The number here will give you a better result, but not that much difference. A few, for example, add one or two, or 264 is okay if you want, even if you add 20 is okay. What about the details right here? Secreting the space for flexion is important to activate. Alright, will help to flex the objects. For example, in the ground. I give this a material. For example, if I other material for this, let's go to the object and let's make this a little bit reflective. Alright, this width screen space, reflections on and off. You can tell the difference now. And for the shadow, you can choose a different number here. For example, what thousand 12 give you more accurate results? All right, and you don't need to change anything here. Actually. Keep bloom on. To get blown. Speculate if you increase the the lights, just need to pick this front light. Alright, and I got it. If I increase the emission right here to, for example, 100. As you can see now it's become more upright. Or let's say, if I asked, for example, 200, alright, become even brighter, That's cool. Without bloom, I will lose this, the glare effect. So keep this on. It's very nice. And for the ground, maybe we can change the base color to something darker. Maybe. Let's give it a little bit of roughness. Or maybe we can add some noise to get sure. Hit Shift a and less hateful noise. No signature and less like the noise texture to the roughness. Hit Control Shift T so we can see the effect of the noise here. Alright, I will hit Control T to add my pink and tickets truck coordinate and maybe change the scale to maybe I don't know, maybe 15. Now we have something that I hear. We have some variation. We can kink the details. Let's change the details to three to make to add more details and the roughness to maybe 0.6 at the center. And I will use this as roughness here. So let's like this. Now we should see some variation here. We give this just a little bit of time. And maybe we can control this even more by adding care of QP, less unblock this right here. Alright? And let's take a wide value down. Just a little bit. And the dark value up. Maybe we can take the handle even more down. Alright, to make this a little bit glossy, something like this. Course. Now let's go to the camera is zero. And now we can make a quick render to see the result. Just go through that under and then render image. And let's see what we will get. The render with Eevee is done and we got this result. Actually, it's very nice. I like it. It's very beautiful, especially when we added the, the fog effect. Alright, become very nice. Okay, we can take this farther off. We need to tweak it inside Blender or less exact from here. And let's change this editor to maybe image editor, not YUV image. And let's go to this arrow enlist find that render results. This is done under result. And let's rig this window to maybe the compositor and use notes so we can see the node right here. Whatever change we will make right here, we will see that result here. Okay? Let's have some space here between this node undistorted because we need to add nodes here. And maybe we can start with the glare effects if we like it, go to search, answer it for glare. You can add the glare effects here and let's wait for the result. If you want to effect like this, you can change iteration, change the color or king the fade. A lot of stuff. In here we have multiple option. We have the fog, fog glow, feel like to add for glow this before and after. If I hit M to mute it, the before and after, before, after Alright, so we have nice effect here. I think that affected Citroen a little bit. We can reduce it. If I reduce, for example, this number right here, I will get very, I will make the glare very strong. If I add 0.1, for example, it will become strong. But if I take this number four, for example, 14, I will make it the glomerulus. If you want to control the glare node just like layer, we can add more notes here. We have multiple nodes here, especially in the killer. We have pride in contrast, if we like to use color balance is very nice. Note here, if I want to correct the shadow color, for example, if I want to make the shadow darker, can take this down just a little bit. As you can see now it's become darker. If I want to reset it just hover over the place that you change and just hit backspace to reset it. Maybe I need to hit hold shift and take this just a little bit. Download too much. Alright? And from here, I can kink the header itself to whatever color I like. The second color palette here is for the mid tone if you want to control it. And this one is for the highlights. For example, if I want to make the highlights looks green, I can take this to green and any highlights will be green. Let's hover over here and hit backspace to reset this. And let's go back to the shadow. Maybe we can take this just a little bit more down like this and make it darker. Now it's become even beautiful. Alright, less, have more space here and maybe we can add another node if we like, or if we need a lot of what we have here, we have fright and contrast for we want to make some pride and contrast. Hold, shift and move this and check if this subtable for you or not. Alright? Alright, let's take this two or three maybe in the see the effects become, the contrast becomes strong. Maybe 1.2. We can add, let's see, before and after hit M muted, unmuted. Yeah, somebody like this, slopes nice. Let's move this nodes just a little bit here. I need more space. And maybe we can add an ellipse around the image and make the corner dark. The CEO, can we do this? Listen, add a new node here. Let's search for ellipse mask, and let's add this right here. And if I plug this to the image, this is the result. I need to make this bigger by using the width and height. Let's take this just a little bit. Maybe right here. The width and the height as well. Okay? Something like this, 0.9, 0.5 and less, add another node right here because any two bluer, this mask Shift a and let's search for bluer, be ALU, are. And let's plug this right here. Okay, that's cool. For the size less ten. And we can't see any difference here because the X and Y value here. When you change the size. Now what we can control it by using the X and Y, for example, is at five here. Now we have something here. Let's add, for example, tin. Now it's become bigger. If you want to control the size even more, you can go to the size and for example, type 25. And that will become more smooth. All right, that's, that's cool. Maybe 30, I don't know. Cool. I've told that we need to mix those with this node right here. Hold Control, Shift, right-click and move the mouse from this node to this node. And now we have mics, RGB color. Move the factor 21, and then let's multiply the result and let's see what we will get here. Okay, Now we got this. If we need to control it, we can control it from here and from here as well. Let's add, for example, a 20 here. And let's see the difference. Alright, now the effects more reasonable and beautiful. Let's maximize this. Hit them, Marwan, to zoom through the full resolution. And it's very, very nice. It's almost similar to cycle render results. I like it too much and very beautiful. I saw this, how to use Eevee to render the Cybertruck. I've tried that you can go to image and save image and save it. Okay, So that's it for this video and see you next.